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The BRAWL² Tournament Challenge has been announced!

It starts May 12, and ends Oct 17. Let's see what you got!

https://polycount.com/discussion/237047/the-brawl²-tournament

Sketchbook: Lucy W.

Hey! My name is Lucy Webb and I am an Animation Senior at The College for Creative Studies, and I have a minor in Game Design. I plan to follow more of a video game career path, so this is great to document my progress as I grow as a 3d artist. 
My first project is an environment diorama, influenced by Cyberpunk 2077 and a character that I had created last year (her name is Nova). I am always open to and encourage any critiques!!







Replies

  • Eric Chadwick
    Welcome to Polycount! This is great, love your style. 

    I wish your texturing was a bit more sharp. Might have do with your texturing packing. If the whole diorama is packed into a single texture sheet, that really limits you.

    I would suggest instead packing according to prop type. For example, the computer prop and peripherals could be one material, and thus one UV atlas. The walls could be another. And so on. This will allow you to improve your texel resolution (how large each texture pixel appears in screen space).
  • scotchyx
    @Eric Chadwick Thank you for the feedback! I really get what you mean about the textures. I always wonder how best to group my UVs. I'll take this into consideration going forward!
  • scotchyx
    This character sculpt was referenced from the concept art for Hermes from Borderlands 3, originally illustrated by Arden Christensen. Sculpted with ZBrush and composited in Adobe Photoshop. I struggled a lot at first, as I am very new to sculpting characters. It got really frustrating at times, but once I crossed a certain point, I started to have a lot of fun with it! Any feedback is greatly appreciated.



  • scotchyx
    Hey everyone! I just wrapped up my very first hero asset, following the entire game art pipeline. I had SO much fun with this project, and it really solidified for me that I am doing what I am meant to be doing. I pushed myself by finding a bit of a complicated reference to go off of, but I am very happy and very proud of what I created. From start to finish, even when I struggled, I had fun making this. I played with the emission to give the sword a nice and subtle glow. In the future I would love to experiment with subsurface scattering to give the crystal material a bit more depth. The original concept was created by Julio Nicoletti on Artstation!







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