Hi. I am a 3D artist with 4 years of experience. I have Worked on various projects, mostly gaming. I own the full process of creating game models. Ready for remote operation. Maybe with a move in the future. My portfolio: https://www.artstation.com/beldm00 Mail: beldm00@mail.ru Examples of works:
1024 is really REALLY overkill for an rts, and 512 only marginally less overkill. They look pretty nice overall, I like the second car the most. I think that you found a style that works on them. However the military vehicles the textures are not as successful, not sure what it is however.
doin this in maya ...almost finished modelling.. c&c welcome.. this is wot the real tank looks like.. [image]http://www.yourimagehost.com/is.php?i=62505&img=2915.jpg[/image] my work http://www.yourimagehost.com/is.php?i=63057&img=frnt_treads.jpg http://www.yourimagehost.com/is.php?i=63056&img=back_treads.jpg
Here is a little something I have been working on. Would like to know if anyone has any feedback before I move on to the low poly. I plan on adding small details like vent screens, bolts, etc. using NDO2.
Hey everyone. Thought I'd share one of my current projects. This is a military grade Land Rover called the snatch 2. I'm currently working on the high poly version. When completed I'll bake it all down to a game-ready asset. Feedback and crits are welcomed. :)
Hi, my name is Nick. Currently, I'm looking for new projects to work on. Here is my portfolio link https://www.artstation.com/forfarer Feel free to contact me by e-mail nicolas.anikeyev@gmail.com
I'm trying to get my onDeath Mesh in-game and I've been using, pretty much, copied Cicada code but I noticed that it doesn't have a main death mesh when it explodes, the normal mesh stays there and some extra gibs fly out. Where as the scorpion when it explodes, makes the normal mesh (skeletal) vanish and the damage mesh…
I am currently working on these spaceships for my game. My polygon target for the highest LOD for now is around 30-50K. I am wondering if there are any resources, I could look at so I can improve my workflow and hardsurface topology skills, because sometimes I get lost or the topology looks bad.
PBR textures, all high poly models and most low poly models (1 low poly model made by Michał Orkisz) created by Rafał Urbański. (brainchild.pl) Created in Blender, rendered and textured in substance painter.