https://www.cgtrader.com/forum/general-discussions/no-available-modeling-tasks
You should ask CGT about it:
support@cgtrader.com
Hi everyone, do you know when more tasks will be uploaded?
https://www.cgtrader.com/forum/general-discussions/no-available-modeling-tasks
You should ask CGT about it:
support@cgtrader.com
There haven't been any tasks for the last two months.
I heard it is shut down
I sent a mail, asking why there was no modeling task at wildcat at Oct 26, 2022, and the reply I got was this:
"laura-cgt (Wildcat)
Oct 26, 2022, 09:54 GMT+3
Hi there.
 
Thanks for reaching out.
 
The combination of the current worldwide economic situation and the seasonal nature of demand for 3D models has led to the unfavorable, but temporary lack of tasks on Wildcat. We want to inform you that bigger quantities of tasks will be coming in the following months. Please note that tasks get taken in minutes after posting due to these circumstances, so we advise to check the dashboard as soon as you get an email notification, if you have the opportunity.
 
We apologize for any inconvenience.
 
Kindly,
Laura"
still after that, i haven't seen any single task posted at wildcat (till today 22-3-2023)
hahahahahhahahahaahha
There are new ones available now. I am not an environment modeler; environment modelers do not create their own trees or terrain; they utilize assets. I am wondering if CG Trader is aware of this when using Unreal Engine. They have established tasks based on creating environments with a lot of terrain and buildings. I am curious how people are going to create the grass. Are they going to build their own trees and grass? Trees are not easy to construct and unwrap. For grass, you can build an alpha map. I have heard that trees are created using SpeedTree..... i do woferif there going to enbironemts created using other peole assets realy especialy when it comes to the trees
 also there misisng  something are not triangle used alot in low poly gemoetry ,,,,,,when creating enviroemnt building Use quads where possible; triangles only where necessary
Avoid long thin triangles and stretched polygons
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