Artist: Remi Crespo Website: www.seforin.com Contact: seforin@gmail.com Note: Only looking for paid work at this time, thank you. I'm a 3D character / 3d art generalist looking for some fun and exciting work.Been working in the industry for 3 years I'm experienced in low and high poly modeling and texturing.I do both next…
I have a lot of texture painting to do over the next few weeks and really want to improve as much as possible throughout, so thought I'd start one big thread that I could update as I go (and bug people with incessant questions :poly139: ) ...not that I was at all inspired by these threads...…
While we're waiting for the GECK to drop, I've taken up a few projects to get back into 3D work. It's been a loooooong time. The Chinese Assault Rifle was notably absent from Fallout 4, and since nobody on Nexus had taken a serious stab at it, I figured I might try my hand. While I did sneak a peek at the high-poly model…
Hello everybody, I hope this is the right place to post this question. I currently have computer with a Nvidia GeForce GT 705 mounted on it and I am trying to understand what video card I can mount on it too boost the gaming/ game design performance. Long story short, when I got back home, I found a brand new computer as a…
its been said many times, but as this is more of a survey/poll, here I go. Reassign materials upon mesh reload. Independent reflection control Independent emissive bloom control. More texture channels for floor. Tiling ocntrol of textures. Don't know if the last one is just me, but when doing a turntable export in image…
Why would everything be simplified ? Stripping stuff down like that is a cheaty way of faking stuff, not a method to do everything. Its not like geometry baked on planes looks any good. The vents are a interesting detail and add a lot to the shape. Cars in Forza 3 go with 50k Tris, if we take a train which is 10 times the…
Hey, Ged. I do not dismiss it, like "meh". I already got a small library of substance mats. But everybody is going nuts about this Designer thing, like it's a revolution. Great holy PBR. I'm skeptical. The way I see it, normal map is doing most of the job still. And it's been around since Sega Dreamcast. Metallic is needed…
From my Digital Tutor experience for 3 years I've learned that most of the artists dont bother re-topoing the low poly character model but edit the low poly mesh they get from the adaptive skin constructed by the help of zspheres in zbrush. I would love to see a tutorial that explains the flow of transferring high polygon…
Epic Games had the better marketing. They saw the next gen consoles were coming and they joined the hype machine by showing off their Samaritan and the Elemental tech demos. As well as they extended their reach within the community by making their engine go free first, and they improved their relations with Japanese…
Do you want to learn to texture? If you do, you might as well start now. The modern PBR workflow is pretty new so it can be hard to find tutorials for it, but this is a great resource for learning it: http://www.polycount.com/forum/showthread.php?t=136390 Here's a more traditional workflow that's pretty good. It goes…