Yeah I wish it was still the same today with the gaming industry. It’s sounds like you had a blast. I still make games at home and I guess I’m still hoping it will get better some day. I’m working on that portfolio site. Thanks for sharing the link! Could I get a job like doing prop art with a decent portfolio? Is the…
Looking for additional character modelers to work alongside existing designers who can style match the examples. As well as individuals well versed in editing existing models. Currently, we operate in Blender and use the Unity engine. Our motion capture is done via Xsens. Familiarity with Blender required and Unity is…
Hi everyone, I wanted to introduce myself and also share a project I’m currently working on. I’m Dan , a self-taught hard surface 3D artist, and over time I’ve mainly focused on modeling props for games. Most of my experience comes from the more traditional low poly / high poly / bake workflow, especially for smaller…
Many games inspired me to go into my career. but these are the ones that made it easy for me to test out stuff in :D Excite Bike was one of the few games that let you make your own tracks and I loved it when I was a kid. Metroid I did not edit in any form but I drew tons of drawings of levels with repeated tile sets on…
I put a lot of thought into it guys and this one just works. Thanks everyone for your suggestions, some really great ones. Thank you Martin for the name. I've added a home page for the game on my site and will post as soon as I have some actual images prepared. Seems kinda lame to just announce a game with no screens. :)
We’re currently looking for three dedicated 3D Artists, each specializing in one of the following disciplines: * Character Modeling Artist * Environment Modeling Artist * VFX Artist This is a volunteer opportunity for beginner to mid-level artists who want to gain real game development experience while focusing strictly on…
Hi everyone 👋 My name is Artem, I’m a 3D Character Artist with 5+ years of experience in mobile game development. My main focus is stylized, hand-painted characters – that’s the work I enjoy the most and where I feel strongest. I care a lot about readable silhouettes, clean shapes, appealing colors, and personality in…
The path into game development really depends on where you're starting from. Some people start with an idea or thing they want to see in a game and learn skills as they go. Others master art or programing first and either find a counterpart or eventually branch out into the other discipline while working on different…
"Quake 3 took a hybrid approach with the torso, head and legs being separate skinned meshes." That's not exactly true. In QIIIA the elements with smooth deformations (torso and legs) are not skinned meshes (as in, driven by a skeleton) ; they are purely vertex animations. They can of course be authored as skinned skeletal…
Nice job! End result has really nice texturing work. The wireframe could use a significant amount of optimization I think. Usually for a game asset like this, you would want to have the edge flow match the design details, rather than being an evenly distributed quad grid. Curious how low you could go, and still preserve…