Hi. I am a 3D artist passionate about the video game industry and 3D in general. I'm looking for full time job as 3d artist. I would be more than happy to answer any questions you may have. Thanks in advance for your time, Miguel Angel Portfolio: https://www.artstation.com/bigmike813 Contact: mike.splitnormals@gmail.com…
Saw this over at CGSociety, and thought it was very interesting. If something like this were implemented well, it could mean major strides forward in the graphics department of video games. And we all love graphics, am I right?:poly142: http://blog.microcan.nl/
Something I am working on during my short lunch breaks at work in Substance Painter. This is a work in progress at the moment. Would love to get some feedback
Hey guys, I'm looking for anything right now to allow me to transition to a professional possession. I want to use the next project I'm on as a means to get better. I'm a good worker and I hope to hear fr you soon. I have an old portfolio at jsh75.carbonmade.com but it may not be representative of my full skill set.
Hey guys, I was just wondering if anyone could help me with blocking out mecha type robots been struggling to get started with this piece from Marc Brunet, any help would be great! I wanna use Zbrush or Maya to do the high poly model. Marc Brunets, Shifts end concept art.
Hello guys. I wanted to make this model made of rocks and im stuck. I want to make it skyrim forge look alike. What is the most efficient way to do it? I was thinking to manualy place all rocks and then take it to zbrush or is it better to put a random rock tile texture with normals? Thanks in advance.
Hey guys, Hoping you might be able to help me with this one. Ndo2 works perfectly with all other map converstions for me, except for when I try to convert a normal map into a hard surface height map. I'm using the latest version of Photoshop CC and Quixel. Help! Crash callstack below; CrashThe SUITE has crashed.…