The most part of the work in 3D is not on the computer.. it's in your head.. So.. do a blockout.. (simple paper scrible will be platform independent :wink: ) what parts do you want to adopt.. what part do you might not understand how they would work (or even look in 3D).. maybe come up with alternatives.. for example:…
Yeah, I am very much aware of the tech, I use it extensively myself. It's a fantastic way to make clean looking lowspec assets, or even blockouts to be sculpted/refined later. I guess the confusing part is that if you are at a stage where you need a lot of colors without optimization yet, then you might aswell start from a…
i don't think this going to help at all, i follow the common process to get anything done because just want the results, using the blockouts and not focus on any small detail and i recycle alot of assets that are modular
Hello all, this is my first post on Polycount so pardon me if I seem a bit noobish. Currently I'm a student at the DAVE school in Orlando and an aspiring character artist. Our final assignment this block was to choose a piece of pre-selected concept art and create a game-ready, hero quality asset from it for Unreal. And to…
Greetings Polycounters, We currently have an opening at our studio for work on a very exciting project. The job is on-site and will be contract, for potential of full-time opportunity. PM me if you have any questions and would like me to review your portfolio. Apply at: http://phosphorgames.com/contact/ Environment Artist…
Hello friends! It's been a long time since I've worked on a personal piece and while I'm admittedly bad (and impatient) with modeling, I want to strengthen my sculpting and texturing skills while also giving myself a new environment to light. Things are a little crunchy at work, so I don't expect this piece to move at…
This was the first simple blockout I created. Since it was my first time using Unreal Engine, I had some difficulty getting the right proportions for each module, but it served as a foundation to work with. However, there were many parts that weren't accurate, and after receiving feedback, I focused on adjusting the sizes…