Hey everyone,
I used to go by "Neolight" on these boards and then stopped posting after entering the industry to do being too busy working all the time. I am now returning as "Kahze" which has been my official digital art handle for several years now. I'll continue to be Kahze from here on out, it is the name I have found I am most comfortable with.
That said, allow me to re-introduce myself. I'm a game artist, I've worked in AAA for several years as well as indie. I got my start in the industry at Insomniac Games where I worked on Ratchet & Clank for two and a half years and some other projects we had going on there. I then left Insomniac to start my own studio DreamSail Games and shipped two games on PS4 and Steam. In my spare time I contributed to other indie teams and also tabled artist alley at furry conventions and took allot of commissions.
I am an anthropomorphic focused artist mostly, but I love to make all kinds of game art so long as it fits within the realm of fantasy or sci-fi. I'll kick off this sketchbook with some of my favorites from my portfolio at: https://www.artstation.com/kahze
God Speed to you all, and I'll see you around these boards.
Kahze
Sharing my latest finished #blender Project, "Scout Drone".
Its a reference from Roc H's concept art, You can find more renders at: luischerub.com
Enjoy!
LuisCherubini
https://www.artstation.com/artwork/B34gJ9
Game-Ready, Tom Hardy character, portraying a Viking of my own design - which is always how I see him (that or as Bane!)
Heavily inspired by his James Delaney look on Taboo as well as everything Viking related (God of War, Vikings Tv Series, etc).
- Everything sculpted in Zbrush from scratch;
- Maya for additional polymodeling (some armor parts, belts, etc);
- Marvelous for clothing (including straps) - with additional sculpting;
- Retopo using Topogun 3;
- UVs with Ryzom UV;
- Ornatrix for 3dsMax to generate the fur/hair for the fur/hair cards.
- Cards placement in Maya with the amazing GSCurve Tool.
- Fully baked and textured in Marmoset Toolbag 4 (additional use of substance on some other parts because marmoset doesn't support udims);
- Rigged and posed inside Maya
- Rendered in Marmoset Toolbag 4.
12 Texture sets in total
- Head; Torso; UpBody; MidBody; LowBody; Accessories; Main Weapon; Hair (including chest hair); Hair Cap; Fur; Eyes and Mouth
Total tris count is close to 200k. Optimized and game-ready.
I'll be making a separate post on UE5 since that was whole different battle in and of itself!
Thank you for watching!
RaulTavares
A collection of the latest and greatest pieces from Sketchfab users
Overall you need to let go of the idea of baking begin a blind "retopo then UVs then hit bake" chain of events because it really isn't. The quality of the result almost fully depends on the way the lowpoly geo is built ... just like with old school "pixel based" texturing on ps1/ps2 era models really. You will not be "fixing" these distortions, you'll need to model your low with them in mind in the first place. But of course if this is your first time with all this this is a bit of a chicken and egg thing :D
Here's an extreme example of the principles above :
Also note that this model didn't even use a highpoly to bake from - the whole look comes from applying the principles above + adding a nmap bevel all around the panels. But of course it could receive baked highpoly details too.
One last remark : once your lowpoly and UVs are taking shape you can also take a few minutes/an hour painting in landmarks with a simple brush, just to get a feel of how the texture distortion will behave.
I can only recommend the study of models from Nintendo games, they are extremely tight in all these areas. That's the beauty of them always developing on low-end hardware, as it forces them to make pristine assets that look good even with lowres textures (while avoiding the pitfall of spending days on highpoly models).
pior
Finished Hellboy and made a short video showing off the model.
https://www.artstation.com/artwork/RnowYe
Asura
Sculpt of Fire Guard fella for Artstation Challenge Dragon's Rise: Forgotten Realms (Game Art)
idli
Since i am a big Fan of the upcoming Black Myth Wukong game already!
I did a FanArt based on this amazing concept ArtStation - Two mouse.
If you are interested check it out here:
ArtStation - Two Mouse - Realtime Character (Fan Art)
A collection of the latest and greatest pieces from Sketchfab users

newer image should update to the latest build but i'm too lazy :P we worked on the colors and changed some details
the zbrush sculpt




