Hey, nice work on the materials. The 2nd render though makes me feel like I need glasses, I greatly prefer the 1st render. The teapot bottom looks like it needs more geometry, compared to the nice amount of detail on most of the rest of the asset. Also the bottom of the spout is looking too chunky. What does your wireframe…
Nice work and sketching hard surface stuff I find quite difficult at best so just wondering if you'd had training of some kind or maybe self taught? Edit:BTW love that Nagant M1895 cosplay prop on your artstation because at first thought it was a 3D asset I was looking at:+1:
Maybe you have already tried this? However, what I usually do to keep style. I have a hand full of alphas and brushes I always use for wood, metal, and or rocks. and I usually go about sculpting them in the same order each time. Clip curve > move topo > Trim dynamic on "edges" > the same 2 alphas every time > Orb flatten >…
I'm going to share this little project I started last night! I saw a picture of a Hulk on Pinterest and thought, I want to do something similar. I started sketching with ZBrush using a head base I have, and something was coming out, but it was still a bit strange because I wasn't very interested in the comic book look. I…
Hi gnoop ! I've not used path tracing for rendering in unreal, but I've already used unreal as a movie renderer : https://youtu.be/0aSmQ8YHfxs https://youtu.be/QYRHkbMyfM4?t=101 (I used unreal 4 by the way, so I can imagine unreal 5 or next will do an even better job) You can output render passes, choose solutions for…
Yeah I agree with what Eric said. I would also avoid adding too much detail until you're certain of your shapes. Try to also think of real world construction when you model . It looks like this end part is connected in terms of modelling to the rest of the boat. In reality this would most likely be 2 seperate pieces of…