Hello everybody, I'm new on polycount. I wanted to share a personal project I am working on right now. The concept belongs to the wonderful artist kemineko. You can find some of his work here https://twitter.com/kemineko/status/1446802033651044354 My goal for this project was to gain more experience creating environments…
well here is some of my work! hope you like it, and some critique would be appreciated. just be nice lol :) some finished low poly stuff: little scene tri's = 1,4?? (cant remember exactly) Some low poly WIP: (keep in mind that theses are WIP and some lighting and textures are not finished) tri's = 11,000 total (concept…
We are looking for 1-2 prop artists. Work is full time for next month probably. Possibly more work in the future. Artist should be familiar with typical techniques such as high poly modelling, high poly -> low poly baking, texturing, trim sheets, etc. More info about the project can be found here :…
This is really sweet. How many tris for the mesh (tris), what resolution textures, which texture passes did you make (diffuse, rough, sss, etc.), and what is this rendered in?
Finalised a high poly for the statue and put it into the scene. Working on textures in Substance Painter and painted on rough placements for the moss (planning to vertex paint a proper material onto the statue in Unreal once I make it) Trying to figure out how to soften the shadows so they're less harsh and closer to the…
Ick ick ick, I'm at my wits' end. I have no trouble making proper models which happily sit in their place; however, I dont know how to easily and properly manage groups of items in order to spread them out throughout my scenes. Here are the things that I have tried which havent worked for me, in Max 2016. I tried to copy…
Chiming in here with a worse method than above because I think it answers your question, that your mesh is salvagable. The reason you're getting a broken result is that when working with bezier or smoothed curves, max doesn't place vertexes trying to keep your model clean or vertex density consistent. All emphasis is on…
After a few weeks of work, I’m happy to finally share this Silent Hill 1 fan art. I created a similar project a few years ago, but playing the Silent Hill 2 remake really inspired me to learn more about volumetric fog in UE5. So yes, this is heavily inspired by the visuals of SH2 Remake. For the color grading, I tried to…