nice definition of forms on the torso portion of the model. I feel that where the hooves connect to the rest of the legs, it could use a little rework. I found some images which might help you out. The first is a comparison between a cow's foot vs a human hand (sorry I couldn't find it compared to a foot, but you get the…
I've been trying to understand this so that I can optimize models with transparent portions as best as possible and I'm having a hard time finding info. Where exactly is the drain from overdraw issues? The name "overdraw" would seem to imply that the more transparent space that is rendered on screen, the worse it is, if…
I am simply just adding a response, nothing more, i am not on a high horse or a low horse i like what i do and i present my own work, i do not see my work as any better than anyone else's just fyi. Dark black-grounds usually aren't that great &/or it takes some really technical eyes and know-how to get right, imho. Quick…
Hey there! I'm kinda new to SD (and to this cool forum!) and I'm trying to create color variation for a simple tile texture. the logic is that I want the user to pick how many color he want to have, and add weight sliders per every color. here is an example for hard coded one with some histogram select: The issue here is…
Looks awesome so far Will :thumbup: ...and it will look even better once you give it some zbrush loving. If I had to be a prick and find any faults I would say that the cowl looks a bit different than your ref. The angle is a bit too high and its front part looks a bit too sharp.
Hi, any ideas on how to smooth the bevel using weighted normals to get the same look as the tutorial ? no matter what I do, the bevel looks sharp. https://drive.google.com/drive/folders/10a8zcuozRHiK_E82KO6FSh3eOQdw9ttf?usp=sharing - Blender Scene is here
I'm back with some renders to show. However, they're not the ones you expected. Lenses: I wanted to achieve a realistic look. Not shiny and clean like it's from a commercial, nor dirty and scuffed like a game model. Artists have both types in abundance, so I wanted something different. Technical specifications: - 7 UDIMs…
Schell Games is a highly talented group of artists, programmers, producers, and game designers led by game industry veteran Jesse Schell. We're the largest full-service education and entertainment game development company in the United States. Since 2002, we've worked with world-class clients and partners to create…
Hi, We are expanding our team and looking for Experienced 3D Character Artist (Stylized) for Gaming Projects. Key Responsibilities: Demonstrate strong artistic skill and technical proficiency in 3D modeling and high-quality hand-painted stylized texturing for a wide range of characters and in-game assets. Must Have…