id suggest working on refining the line art - once you do a scratchy sketchy thing, create a new layer, drop the first layer down to 5% opacity, and draw over it, being cleaner and more precise. You can continue to refine your lines this way until you feel comfortable. You can also go back in and erase of of the extra…
Canyon Ambush was the first level that I personally worked on for Overgrowth, and was one of the three levels where I was responsible for both art passes. I was initially handed a whitebox, and in the first image below you can still see that I have not finished replacing all of this placeholder box geo. My workflow on…
PROJECT: STEINVAR Adventure RPG on Unreal Engine 5 Cold Cup Games is expanding the team for the indie project Steinvar. ABOUT THE PROJECT Steinvar is an adventure RPG set in a northern fantasy world. Players explore an island, interact with the environment, engage in combat encounters, and gradually uncover the secrets of…
@Oniram, thanks for the crit. I think the soft white edges you're referring to were supposed to be edge wear (correct me if I'm wrong) - Now that I'm looking at it again, they really DO look soft. I'm not entirely sure where the metal material went wrong, but I'll see if I can re-edit/re-do it and make it appear more…
The nasty on the chest looks like a case of pixel density/fidelity. If you increased your texture size, or the size of that UV island, that problem would diminish. The nasty on the bicep pad are coming from a gap in the geometry. Normal Maps don't effect the silhouette of a model and can't raise above the surface. They…
Hello, I will be using this thread to post models that I would like to get feedback on. I will be posting a new one each week for the next 5 or 6 weeks. The models will range for objects to characters to environments. All feedback is welcome! My first model is a Microscope. I have included a Blinn pass, Occlusion pass, and…
Hi!, I’m
currently jumping to blender and I have some (or a lot of) gaps in my knowledge of blender so
maybe this is something stupid. In blender I
can use G or the move tool with gizmo. If I use the G I need to constraint via
short cut the axis/plane or work on screen space. With gizmo I must select the
vertex and use the…
MIRROX is an AI and AR grooming platform for barbers and salons. We are building a real-time mobile AR experience that allows users to preview hairstyles accurately on their own head. We are looking for an experienced 3D character/hair artist who can create and optimize realistic hairstyle assets for use in a mobile AR…
I have an incomplete workflow for creating lowpoly models from highpoly models. here goes. 1. use zbrush to sculpt a high poly model 2.use the decimation master to make it into low poly in zbrush but then i get stuck with ugly topology that i doubt would be easy to rig and weight paint in blender to be used as game models…