Today I'm presenting a project that took me a few months to complete. I created a completely fictitious race, a sort of parody of Le Mans 66, with cars that I designed myself. I did the entire project on my own : vehicle design, 3D modeling, painting and rendering. I enjoyed making this project, and I hope you'll enjoy…
If interested Please email me @ Jnascone@crypticstudios.com Senior Character Artist Cryptic Studios is looking for a talented Senior Character Artist with the ability to consistently create compelling and aesthetically pleasing characters and creatures in any given style while adhering to polygon and console memory budget…
Sectaurs that is excellent I really like that style gibson keep it up your getting there, I think you should think of that colors as creating different planes on the surface of the wood as apposed to just creating line with light and shadow on either side great thread so far
Zremesher is great for getting a sculpt done, but it's not very good at creating production ready meshes. I would look in it creating it by hand using max, topogun, 3dcoat, etc. You really want to have a lot of control over your mesh and zremesher doesn't give you that.
this tread keep amazing me.... about the snow shader, i was wondering if it would be possible for it to detect interesction with other meshes to create zones where snow appears due to accumulation... an example could be the rocks on the right side in the foreground, as snow should accumulate in the crease they create by…
Hi there, I'm here for first time, and I making bold move - start my posts from this category! My name is Aleks - as other guys at this platform I'm looking for a job. I don't want to waste your time, so here fast description of myself as a 3D Artist: I started doing 3D for 2 years ago, for this time I was in a indie…
To simplify the process of creating a clean and smooth MatCap textures from arbitrary glazes examples, I am exploring different AI-based approaches, in particular Neural style transfer, StyleGAN and Stable Diffusion look the most promising to me. Here are the first results of my attempts to explain to Stable Diffusion that…
I would really suggest, before creating entire scenes, try to get good at creating single, high quality props. Doing an entire scene will make you want to rush the props, and right now you need to learn how to model single things so they look great.
great stuff for me to refer man,say...ya know how to create normal maps for fallen debris?I have no luck doing it,I sculpt debris some thing like a pyramid and then create a pyramid mesh to bake the maps on to,ya know of some different and easy method?
Hey man, These are coming along nice. I like your approach to learning/improving, making a variety of engine parts will create a great mental repository of shapes you can pull from later on, and it's also just great hard surface practice. Would love to see the reference you are using to build these pieces. I think at this…