Hello everyone, I'm Camille, 40, french, and I'm in the process of creating my first commercial game for PC. It will be an autobattler game set in a greek mythology theme.The game is quite advanced : it's mostly missing content to be really playable but all the mechanics are already implemented. You can see a short video…
I found these examples of well optimised meshes. Assets like these on Artstation would be good reference B) https://www.artstation.com/artwork/0Zxoy https://www.artstation.com/artwork/x3nnAX https://www.artstation.com/artwork/JbLvz
It really is a great community here. I'd like to start posting here more to hone in my (bad) modeling skills and also dogfood Verto Studio more to work out kinks and make it a stronger product. For those that don't know, I'm the Verto Studio guy. For the past 5 years, I've been working on developing my own 3D modeling…
Hi, I’m looking for a concept artist who might be interested in helping shape the visual identity of an indie animated series project called CYCLES. CYCLES – Season 1 is a dark sci-fi/fantasy animated series about Aren Solas, a quiet human mechanic who joins a deadly expedition to reach the mysterious Amphitheater, a place…
Hey mate, Looks good so far and definitely has a vibe of borderland style! Maybe you can give us some more angles of the locker, but what I can tell from this shot is that it needs a bit more color variations. - Add more orange and light yellow on some parts. - White stripe looks too white, maybe add some grey gradients. -…
Hi everyone! Lately I try to sculpt some faces.Please, if you can , give some advices ant tips for the subject.And enter my mistakes.On first picture Grant Bowler, second - David Duchovny, and the last one - Mike Shinoda.
@Ysalex- yikes, sorry I didn't get it across correctly. What I meant was that usually a guy like the drunk co-worker has the stereotype in their head that "all women want it", a terrible dangerous stereotype. As for the victim, there remains a lingering fear that any other man could be a rapist. A couple of my friends have…
I'm a student learning 3d modeling for games in Korea, particularly for environment assets. I've learned that it's good to combine multiple objects and unwrap them into one uv map whenever possible, for optimization and to control consistent texel density, rather then creating uv maps per object. For example, like…
I ran some render tests and some of the ambient shadows were too strong(the metal piece at the bottom of the sheath, for example), but that was just because the object weren't close enough to eachother. The rest of the model was fine, so I decided to move on to texturing. I also prepared an ID map to have an easier time…