Kirarito Inc. is looking for level and environment artists for upcoming projects. As an example of the style, you can check this video: https://youtu.be/4tcwQrq5ufU The artists need to have experience in level design inside unity and/or unreal engine. If interested, please send your samples to julio.velasco@kirarito.co.jp…
Hey polycount! Havent posted in a while. this project was done in a couple weeks after work in my free time. Programs used: Maya, substance, Photoshop, zBrush, and put all together in unreal engine 4 let know what you think! find more screenshots and textures here: https://www.artstation.com/artwork/w84lPV
Hi Everyone! I'm new here so this is my first proper post! If you could take a look at the boxing club I'm making in UE4 and feedback, I'd be really grateful! It's for my portfolio while I'm looking for work. There is a fly though on YouTube here http://youtu.be/AL1JCegnVIw Thanks!!
I recently finished my 3D environment in Unreal Engine that is based on Vladimir Manyukhin's "Winter Evening" concept. You can view both the concept and the environment on Artstation. Any comments or feedback would be greatly appreciated. Environment: https://www.artstation.com/artwork/bak2PG Vladimir's…
Does anyone have suggestions for painting specular maps for hair? The character I'm working on is a brunette.. Is there some way to go about texturing the hair to make it look like it has a good glossy sheen to it? Or is there a specific shader in unreal that works well for poly hair and what textures will I need to create…
Hey everyone. I am currently working on a new sculpt and I would love to hear your feedback, good or bad :) . Right now this head is going to eventually be turned into a cinematic character for my demoreel, and ill be using the Unreal Ed to make a 10 second cutscene. PS. Paint overs are always appreciated ;)
Cyberpunk 2077 Chevillon FanArt https://www.artstation.com/artwork/18NkeZ Hello everyone here is my Cyberpunk 2077 chevillon fanart. Modelled in Blender and presented in unreal. I used the same mid-poly pipeline I speculate they're using in the official game. Any Critique/feedback would be appreciated! Cheers :)
Hello, I am making a modular rooftop props pack. I began by modeling an air duct. But, I noticed my model counts: 6896 verts / 20.480 edges / 13.576 faces / 13.576 tris (the prop is triangulated) Is it too much for a prop of this kind ? I want to use it in Unreal Engine 4.
A personal Project that I did while exploring Unreal Engine 4. Original Concept, Responsible for all aspect Assets generated from speed tree and Megascan Terrain generated from Houdini RealTime Render Hope you all like it CC welcome :] HD render here https://www.youtube.com/watch?v=qnikJ4DapxI
For artist I mean for doing art visual things not like animation or technical stuff. What I thought is of course to import asset into engine and get it show properly but what else, What is must or should learn? please guide me.