The chin is definitly taken from Carlos Ezquerra's work, but the body isn't. He always drew Dread with overly broad shoulders, a much slimmer waist and a pretty long torso. I really don't see those characteristics coming thru, except for the chin... It might be easier to rework the chin than the rest of the model? Unless…
Short answer: In the end, you'll need both. Long answer: I don't think you should learn one first and then the other, but learn enough of each to do what you set out to do. With that said I think it's important to start small and tackle something that you have a really good shot at completing, because success snowballs.…
OK: Pocket tweaks: Sweet, no problem there. Supplemental straps for the Y straps: OK I fess up. I saw them late in the day in the ref, and decided I couldnt be bothered. Lame of me! Youve noticed it, so Im putting em in. I see theres a lot of extra detail in their construction that I missed too. MP40 ammo pouches. OK,…
the blood is putting me off. I mean, THe gun looks so scifi and clean that you shouldn't have blood in there, because it's breaking the mood of it :D Maybe change the color to brown, and tone it down so it read more like dirt?
Hi everyone! 👋 I’m a 3D Character Artist specializing in realistic and fantasy-style characters for games and cinematic projects. I create game-ready models from concept to final textured asset, including: * High-poly sculpting (ZBrush) * Retopology and UVs (Blender) * PBR texturing (Substance Painter) * Rig-ready topology…
I'm not sure how many people create T&A style artwork solely to get views, probably very few, that wasn't what I was suggesting, but it is probably a consideration in some case (I don't read minds so I won't speculate further). I think the main reason people create any type of subject matter is because they like it, when…
Good read. He makes some good points. I mostly walk away with "why, what worked in doom won't be translated into modern shooters any time soon" Dooms mechanics would work but only in some abstract kind of game where realism is suspended. Player speed is cranked up, the need for cover is inconsequential because most attacks…
I finally had some time to finish up the high poly: I decided to cut out making the bipod for the weapon to save on time. I also want to render the weapon in Unreal and with that, also create a camo skin system with the material layering system in that game engine. In my head, I imagine it working and looking like the skin…
this is my favorite. Please finish this! my only crit just now would be that the gold outlines on the floor is too thick. Keep it classy! Also it reads as one massive piece of marble or something just now, maybe break it up as a mosaic of tiles.
A damned shame. My short time at vigil in 2011 was amazing, truly breaks my heart to read this news. As many others have posted, even Cryptic, here in the bay area, is hiring. (don't listen to the website!) Best of luck to all the Vigilites.