Hello everyone!
I am new on this forum.
I come to share you my stylized creations, and I am in the course of training of this graphic style.
If you have advices which would allow me to learn still more, and of the remarks which will enable me to make less errors, it would be with pleasure!




Replies
Hello everybody!
I share you my last work. I always learns the stylized, but the work am not allowed a lot of time to understand all the process of creations.
But I have so much fun and I takes a lot of pleasure in worked this 3D Style
I hope u like it
C&C are Welcome!
I share my current Wip which must be a diorama.
I worked the lights and the mood.
I have to Sculpt rocks, soil, a tree maybe to accompany them and surely other props that will enrich the diorama.
C & C are welcome.
https://www.artstation.com/artwork/1KgBK
I share you my last sculpt on ZBrush.
I continue worked “Stylized” and to look further into my knowledge and worked of advantages.
It is a particular style which is difficult for me, but gently but surely
C&C are Welcome
I have create a base for my previous creation.
It is a really basic support, and the sculpt is quite as basic.
The goal of was accompanied the stones for a more complete aspect.
C&C are welcome!
I hope U enjoy!
I present my very first scene to you which I am making.
It is a scene/stylized diorama very inspired in term of atmosphere of Diablo (it is my favorite game since the very first game ^^).
I started with a fast out block of the objects, like their placements.
I gradually model in low poly the majority of the props which go made up the scene.
I work at the same time on environment and the lights for one returned very dark fantasy.
I share you my test of stylized ground for my scene!
I am not completely happy with the result and he asks a little more variation in the colors.
The sculpt must be re-examined for stylized even more.
C&C are welcome
I share you my last creation for my scene stylized.
It is the cube of kanai' S of Diablo 3.
For his creation I used Ndo for creations of normal the maps and Substance painter for the texturing.
I also used photoshop with an aim of reinforced and worked made final of texture and emissive the map which is useful to me with him given this effect magic that have it can found in the game.
C&C are welcome!
Also the UVs are usually straight, not angled. This gives better results when the texture is scaled down (MIPs).