Hello, everyone!This week, I've been working on a rig to create some simple animations for the moving object.Then, I implemented my prop in an environment in Unreal Engine.I've also started working on render tests and a first pass at cinematics. But there's still a lot of work ahead. https://youtu.be/rrXNSE5BU1k…
We (Notiontheory) are an expert team of Unreal Engine Tech Artists and Engineers, with over 10+ years building Unreal games and applications for world-class clients and partners. Our expertise covers all areas of Unreal Engine, and you can visit our website to see a portfolio of work and learn more about the Unreal…
UPDATE: I have an update! SUBHEAD: Unexpected Pitfalls So I got sick of microslop's shit for the very last time in November of last year. I didn't post on microslop's forums that I was switching to linux, and then keep using microslop's products. I just did a buncha research about which distro would be best for me and…
Hi everyone, I’m a 3D Character Artist with 6+ years of experience in game development. I worked on AAA and high-quality projects, including New World and Escape from Tarkov. I work through the full character pipeline:– High-poly sculpting (ZBrush)– Modeling for games (Maya / Blender)– Clean topology for good deformation–…
Didn't get much time to work on this lately but damned if I'll let it slip away into the unfinished projects abyss. Was told to push contrast so I did. Getting close to finishing :)
I'm a creative artist with emphasis on orientation to details and quality looking for paid work in a 3D design field. I specialize in ArchViz, ProductViz, AR, VR but have no problem to work with game assets as well - all covered in Unreal Engine 4 but also beyond. To certify my work is more than just words, feel free to…
Hey people. School applications are closing soon, and I'm looking for some feedback before I finalize mine. Have a look: Piece 1: Piece 2: Piece 3: Piece 4: Piece 5: Does anything look particularly amateurish? What's the weakest piece? Open to all critique and feedback!
i try to avoid grouping by type because the computer already has many ways to filter by type I try to avoid group by use because - assuming its a game project - where and why things are used may change many times. What I mean is, don't couple a model with a level as an example. i think the best thing I've come up with so…