"A secluded Chateau, hidden deep in the Autumn Forest" I'm pleased to share my latest personal project! I started this one back in the fall as a project to hone my stylization work and also to learn a couple new technical art techniques. Mainly to dive into Pivot Painter for animating and globally controlling foliage, plus…
Smart guy. You should listen to him. I did a bit of browsing on that project and it's going to fail. From what I could tell it sounds like a bunch of pre-20 (some of them have posted their age) fans of an anime that don't understand reality yet. That's not a bad thing as I myself have been there before. It's just that…
Hello everyone! Fenrir Studios is looking for talented artists and programmers 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 have comprehension with 3D game design. Provided is a list of what we are looking for and…
Hi everyone! I’m trying to transform an stl miniature into a series of subtools with good topology for their deep customization for 3d printing. I’ve dynameshed the main model, separated it into pieces, then remeshed, subdivided and projected details for each subtool. However, even after all the transformations: *…
Finished Entry: Entry 2: Latest update: Just need to finish texturing. Suggestions for Handplane baker: General * Rezise window (If i remember correctly previous versions allowed this * Scroll with mouse wheel. * Cavity map has no help info despite having a "?" box Models Tab * Drag and drop meshes onto projection group…
depends Traditionally people will use a hybrid solution where their vertex color mask is modulated with a tiling noise texture - often world space - to allow for variation based on position and if you can afford it, uniquely modified vertex color. That usually holds up fine under lodding - and if not, you just fix the lods…
Schell Games is a highly talented group of artists, programmers, producers, and game designers led by game industry veteran Jesse Schell. We're the largest full-service education and entertainment game development company in the United States. Since 2002, we've worked with world-class clients and partners to create…
Can't you drive any faster Klaus!? Looks awesome buddy, now you need to finish your 3d projects. Are you going to use this tank to protect all your cheese?
Hi everyone, over the past few months I have worked on two major projects that I hope can replace my current portfolio. My goal is to be a game environment artist, so I would like your opinion on whether these projects show I have the skills needed to be hireable in a junior position. If not, please let me know what I…
overwatch is mostly subd modelling. far from dead SubD is the reason overwatch look so damn clean. zBrush is very much an afterthought in that production. and one can certainly see if a skin/character was done using mostly zbrush or modelling. everything the light touches (hehe) has a basemesh and is subdivided twice on…