Hello everyone Fenrir Studios is looking for talented artists to help build the world of "Dark Storm". We're looking for candidates that have wide range of techniques for creating stunning visual 3D environments, and architectural interiors. We are Looking for a Level designer/ Modeler/ Character Modeler 2-4 Character…
Hi, im pretty new to modelling. I figured I'd learn by trying to model some of the characters from my favourite game, Final Fantasy 7. I'm using Maya. I tried using Zbrush, but i quite like the methodical way of modelling in Maya. I may venture back into zbrush at some point, seeing what can be done with it. Tifa The hair…
Hey artists i am looking for someone who can create me a 3d model out of these two pictures: I tried it on my own with sketchup, but i totally failed. So i want to build this and don't want to invest so much time in 3d modelling and i think someone with a little experience ca do this in minutes. Can someone make me a…
@sachoi I'm not sure if this answers all your questions. The goal of this project is to generate a AAA quality asset. I wanted to model this weapon for a few years so I decided to do so. Once it is done, I plan to add it to my Artstation. My process is to simply load up reference in the viewport of the software that I use,…
Hello everyone,When baking in Marmoset Toolbag, diagonal shading artifacts appear on the surface. It seems to be a triangulation issue, but I can't fix it.I made the model in Maya and baked it in Marmoset.What I've already tried:Triangulating the mesh before export.Checking Smoothing Groups / Hard Edges (soft edges on the…
update: solved, kind of. not worth investigating because advanced skeleton actually has a blendshape correction wizard, which if you use, makes it so that this problem isn't a problem. I had been adjusting the blendshapes manually. if using sculpting brushes on a non-skinned model, you can toggle the display so that the…
Hello. I am still a beginner when it comes to 3D in general. I've spent the last month or so practicing SubD modeling techniques with emphasis on maintaining clean topology. However, i realize this approach is often used for 3D models in animation or the film/tv industry, and not as in game assets. I checked other artists…
For so long now, I've always thought that the traditional workflow for creating assets was you make the model first, unwrap it, then create the texture. Though, upon coming to this forum and reading numerous threads it almost seems like the complete opposite holds true here. You make the textures first, especially tiling…
I've further refined the forms and added the hard surface parts modelled in maya. I think It's time to move on to the next stage, it would be better to add more details in texturing. I'm not really sure how to make those lines and panel designs on the skin, I'm trying to find the way artists made these on actual game…
I am modeling a diver's helmet to practice my modeling skills and I have encountered a problem with the edges that generates pinching in the model, does anyone know how I could relax that area by moving the edges?