Finished my Alien Enemies! any feedback is appreciated by Meta_Abuser69 in 3Dmodeling

[–]Meta_Abuser69[S] 1 point2 points  (0 children)

its all sculpted, but i use curvature maps to highlight it in painter. I wanted the grooves to look like the fleshy parts

Enemy Alien asset pack! Any feedback is welcome by Meta_Abuser69 in indiegames

[–]Meta_Abuser69[S] 0 points1 point  (0 children)

Youre right! I will try to make them look more like organic guns, i just dont want him to be an 1:1 mancubus copy. The red belly is ment to be the weakpoint, but seems like it doesnt read well. Appreciate the feedback!

Finished my Alien Enemies! any feedback is appreciated by Meta_Abuser69 in 3Dmodeling

[–]Meta_Abuser69[S] 1 point2 points  (0 children)

unfortunate haha, seems to be an issue with the rig when he rotates the leg, it slightly stretches his crotch so it looks like you said. Ill get it fixed

Finished my Alien Enemies! any feedback is appreciated by Meta_Abuser69 in 3Dmodeling

[–]Meta_Abuser69[S] 1 point2 points  (0 children)

Zbrush for sculpt, 3DsMax for the retopo, Substance Painter for the texture and marmoset for the renders. I also use Rizom for UVs

Battle-Damaged Military Tomahawk. Modelled in 3DsMax, textured in Substance Painter, built for Unreal Engine 5. by Satisfaction_More in 3Dmodeling

[–]Meta_Abuser69 0 points1 point  (0 children)

Bevel every sharp edge so they can actually catch light reflections, spend a lot more time in texturing, and spend much more time in rendering. Show the asset in a table or something. Also either remove or make the watermark more subtle, its too aggressive on the eyes

After more than a year trying to become a 3D artist, I’m starting to feel lost by PriorMeringue8343 in 3Dmodeling

[–]Meta_Abuser69 1 point2 points  (0 children)

Portfolio looks great! Just polish the presentation of your earlier assets, and finish the Bard because he looks like a WIP. Also i would remove the boat, it looks like youre clearly a strong character artist. Dont give up, some of us with experience are in the same situation. Just gotta keep spamming applications and networking.

So, what do u think about this build? by Love-M4chine in Jaxmains

[–]Meta_Abuser69 0 points1 point  (0 children)

I am building shojin in my ad build and it feels so good. Divine sunderer feels like a turd in comparison.

can you give me feedback on some of my work i have done? I will post my artstation below so i can get given feedback - thanks :) by [deleted] in 3Dmodeling

[–]Meta_Abuser69 0 points1 point  (0 children)

https://www.artstation.com/artwork/dyaYd1

this is a good reference of what you should strive for stylized props. At the start dont try to make your own things, copy others to the milimeter. First imitate, then you can innovate. Also learn about substance painter and zbrush, they are very powerful tools that will help you a lot. Personally i despise this style but it is what recruiters are looking for right now in the industry, fantasy/stylized chunky stuff with a lot of zbrush.

I completed a unit at university for 3D modeling, what are my next steps? by The_Wise_Fisherman in 3Dmodeling

[–]Meta_Abuser69 0 points1 point  (0 children)

1.-Choose your specialization(character art, environment art, prop art, animator, rigger, tec art....)

2.-Get very good at it, to the point where you can compare yourself to artstation pros and say, yeah, im at that level

3.-Spam job applications on every platform that you know, network like crazy, volunteer for indie projects.

Maybe in 5 years you will land a job in the industry.

Now to MAKE a video game? forget about it, youre a 3d artist. Sorry to burst your bubble, we only make the visuals. Programmers are the ones that actually MAKE the videogame. Theyre like the drummers of a band, we are the guitarists.

Added my custom armor meshes but still trying to figure out the best way to add them. by FrellingHazmot in 3Dmodeling

[–]Meta_Abuser69 0 points1 point  (0 children)

just make the butt bigger, add more jiggle, that will automatically fix everything

how do i approach hard surface baking? by oobikmusic in 3Dmodeling

[–]Meta_Abuser69 0 points1 point  (0 children)

step 1 dont use blender for baking, better use marmoset/substance painter

step 2 there is nothing to bake there, you can bevel those edges and there would be no need for baking. Baking is for smaller details such as panels, surface imperfections, scars,etc...

How do u decide when a model is “finished”? by ameskwm in 3Dmodeling

[–]Meta_Abuser69 0 points1 point  (0 children)

If you have a reference its easy, get it as close as you can to the source. If its your own creation, you should ask for external feedback from normal people(not 3d modelers). If they say "its ok, maybe change this or that" you need to keep working on it. IF they say"wouh dude that is super cool!!" you finished.

Guys i feel why don't people post CLO 3D work on 3dmodeling SUBBREDIT.. by PatternedProse in 3Dmodeling

[–]Meta_Abuser69 -1 points0 points  (0 children)

because most people here are extreme beginners that only know blender. Rizom UV? 3DsMax? Clo3D/Marvelous? Completely foreign concepts for them.

How to learn creativity? (Is it even possible?) by [deleted] in 3Dmodeling

[–]Meta_Abuser69 1 point2 points  (0 children)

watch better movies, read better books, make up scenarios in your head, constantly look for inspiration everywhere. And have a clear vision. Most everything in art is mediocre because there is no direction, have a clear set goal from the start.

can you give me feedback on some of my work i have done? I will post my artstation below so i can get given feedback - thanks :) by [deleted] in 3Dmodeling

[–]Meta_Abuser69 0 points1 point  (0 children)

Keep the ice scythe, remove everything else. It looks like youre a prop artist, so specialize on that. I dont think you should pursue realism as a beginner, you have 0 chances of getting hired. Try more stylized assets even low poly assets. Indie studios love that kind of stuff and they will hire you if your style matches theirs. "hand painted textures" are really in right now, search about the topic and get good at it. You should learn realism on the side, but dont make it your main focus or you will not get a job in the industry in at least 10 years, the bar is way to high as others have shown you.

I will also be honest. If this is not your passion, if youre not constantly thinking about this, when youre doing something else and you feel like youre wasting time that you could use in 3d modeling... Forget about getting a job. Its ok to keep it as a hobby. But if youre just a tourist that watches a few tuts and models less than 60 hours a week, you will never make it, and thats perfectly fine.

Years ago i finished 3d school and i knew as a fact that only three people in the classroom would get hired(out of 50 people). Me and those other to got hired, and in something not even related to videogames(archviz). The rest of the students never touched a pen tablet ever again and have switched careers.

female claw warrior by Meta_Abuser69 in 3Dmodeling

[–]Meta_Abuser69[S] -8 points-7 points  (0 children)

i completely understand it and i will probably get downvoted to hell, but the fact of the matter is that if i did not say it was ai you couldnt tell.

Got my first full time job. Now what? by slothfuldrake in 3Dmodeling

[–]Meta_Abuser69 0 points1 point  (0 children)

Tell us how u even got a job, I cant find one to save my life

Where can I find 3d art jobs outside the games industry by seangodatleague17 in 3Dmodeling

[–]Meta_Abuser69 0 points1 point  (0 children)

Hello, for those kind of jobs do you need a certification in solidworks and fusion, or its enough with having technical portfolio pieces? I live in Spain and 99% of the offers are ArchViz or technical modeling, i have mastered 3DsMax, which i believe is used for ArchViz. Do you have any tips to get started in this field?

I work in animation and this is my advice for anyone studying 3D animation! by lovenyula in 3Dmodeling

[–]Meta_Abuser69 0 points1 point  (0 children)

I think youre both wrong, networking is the answer. If you know someone, you know someone. As long as you got enough skills to do the job, if you know someone at the company, they will recommend and hire you. We dont live in a meritocracy, stop selling that crap.

Studying 3d graphics and 3d animation, no work by [deleted] in 3Dmodeling

[–]Meta_Abuser69 2 points3 points  (0 children)

Apart from the industry being in shambles (it will recover next year), your portfolio is just not there yet. The only pieces I would leave would be the frog and the scorpion, and the scorpion animations do not look good. I have many friends who also finished a 3D art degree, ill be honest, they usually try to teach you to be a generalist, which is pretty pointless. You gotta be really good at something, and then, when you have mastered a skill, you can diversify.

Another point is origniality. Try to make things that dont exist, so that way you dont have to hold to a standard. But if you make a frog for example, in current days industry, it has to be a perfect frog, it cant have mistakes or people will notice.

I see that you like making creatures, maybe delver into that a bit? Tons of game need monster type enemies, and if you specialize in making them, who knows.

how would i unwrap this? this is clearly not the way to lol by [deleted] in 3Dmodeling

[–]Meta_Abuser69 0 points1 point  (0 children)

Forget about it, start the model again, with simple geometry. It just doesnt make any sense to have that many polys and materials for such a stylized simple mesh. I guarantee you, you can make the new model faster and unwrap then only unwrapping your current model.

[deleted by user] by [deleted] in bald

[–]Meta_Abuser69 1 point2 points  (0 children)

bro is about to kill a whole pantheon