Hello, I'm a game artist who is coming off a massive burnout/rethinking thingsand trying to work the rust off and resume increasing my skills, knowledge, and techniques. I used to only do environment work in Maya, Substance, and Unreal.
Now I do a wider array of things.. mostly using Blender and Unity.
This thread is mostly for fun scraps, but these first several images are from my portfolio.
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I learned to make a towel in blender just for fun. I have mostly just been spending time having fun with blender tuts instead of doing anything serious.
I've been practicing and trying to get better at low poly and hand painting and I made this character. If anyone has any tips, I would like to figure out the best way to handle swappable outfits. Should I just make a separate character mesh entirely, or is there an elegant way to make clothing attachments work, especially in regards to rigging and animation. Tho this section is probably not the best place to ask huh, this is a sketchbook place. Anyways, Gonna have fun painting this and designing hair / outfits / etc.
The model is 1850 triangles
I just started switching over to hand painting recently and I've been having a lot of fun with it. I kind of don't want to go back to my old way of texturing things. Trying to develop style
Gonna make an actual nice environment soonish, but for now i'm still having fun and prefer low key work.
I would post the motion graphics things but i can't do that because of the less than 1 mb rule here and it would require absolutely destroying the quality by turning everything into gif form.
Those size rules only applies to the What Are You Working On threads, since they're shared by a massive number of people.
You can do whatever you want in your own threads!
if any random person reading has experience with box cutter and/or hardops, is it worth it for a blender to unity workflow?
btw this is the infamous Motorola DynaTAC 8000X
did this sculpt project and now i want to retopo and paint it but remembering how much i suck at retopo and baking cause i hardly ever sculpt no time like the present to get better. if any random strangers has a general tip on making this easier.. i use blendr. its mega late and i was making progress with a shrinkwrap modifier + subsurf thing but it gave me errors on the split in that first plank.. actually.. if i cant make it work tomorrow ill post in that one mega thread, ignore my ranting.
also ive done a bunch of shit since my last dump ill do one later.
As for using blender for UVs, I use UV squares add-on to help my UVs look sleek and nice
heres some quick stuff i did to pass the time. havent done any like... projects. in the process of moving so there hasnt been time for me to focus on much. oh also there's my texture job on the retopo'd table. its a bit over 10k polys. i spent too much time getting frustrated on the retopo job that i kind of phoned in the texture. next time i'll be more patient with myself. and also better plan for a more interesting texture.
im an amateur at sculpting but messing around it's been fun.
https://www.artstation.com/artwork/PmDQWn
decided to rearrange some old props and do render tests in blender because I've never done it for serious rendering and stuff
this is a low poly hand painted sword i did just because i like to on and off mess with low poly and hand painting styles.
this is messing with a procedural stylized rock thing i picked up from one of the artists of Alchemica
these are all kinda old and i havent been as focused on 3D art lately. mostly doing web design and irl sculpture. gonna spend this next month doing 3D stuff
https://www.artstation.com/artwork/xJz2GY