I was bored this morning so i decided i should do a static speed model. Complete the object fast as i can from start to finish including highpoly normals and texturing. It took 2 hours Nothing special I know but its been a while since ive posted art
Hi! I'm an indie developer working on a tactical space game. It's a game inspired by Homeworld, FTL and Nexus: The Jupiter Incident. https://www.youtube.com/watch?v=X7qdQkih5_g We're at a phase where we'd like to start moving beyond temporary assets and I'm looking for a 3D artist that's a good fit for creating our ships,…
edit 1: embed pictures hello polycount i have been trying for the last 2 days to perfect my modelling on cylindrical surfaces, but i have hit a wall my high poly is always with some kind of artifact, regardless of the technique i tried, and i tried all the ones that i knew of, here is a list of those i tried and…
Qcs are relatively simple, especially when you're replacing existing weapons because you can just decompile those and it will give you an already built Qc file. Granted it's not perfect so you have to modify some things here and there but for the most part, pretty simple. Here's the Qc I used for compiling the…
Hi I'm currently researching hard surface modelling. I don't know if there are any papers out there on the subject (I've yet to find any), but could anyone share their knowledge or links on how it's changed over the years? The most efficient workflows? When did newer techniques first emerge and become common workflows…
I apologize if I've posted this in the wrong section. Here's my question: I'm trying to add sharper details for decals placed on models without having to create bigger uvs for just that area. Here is an example of a tv model I'm working on: I want to be able to have a sharper logo image for the bottom silver part which has…
To
support our dynamic team in Wolfsburg, Germany we are currently seeking a dedicated
3D Operator to work on freelance
basis. Responsibilities: - production
of polygonal meshes from low-poly as well as high-poly modellings (softparts) with
corresponding UV-layouts - production
of softparts for real-time sceneries in…
Hello, The team at LunaSouls are looking for 2 talented 3D modelers knowledgable in a AAA art pipeline to create props and environmental assets for Lunacy: Saint Rhodes. One position is full time and the other is for an estimated period of 2 months. The game style is photorealistic in nature and any applicant should be…