Zbrush is slightly weird in that it works in generic units, rather than in defined metric or imperial. What this means in practice is that something that's 2 units tall in Zbrush will import into Maya at 2cm tall, and Blender at 2 metres tall as an example. Maya's default unit is cm, blender's is I think metres (don't…
I love good thumbnails. I often find that I prefer thumbnails and silhouettes more than the final pieces. I figure the reason for this is because thumbnails allow the viewer to fill in the shapes in their own imagination. Some questions I have: 1. How much time do you put into thumbnails and do you use any photo source…
Day 2 Today's work. Modeled this artifact from Ponte, lost the link to the video but credits go out anyways. Getting more used to more Hard Ops and BoxCutter. Missing a tiny little bevel on the edges to make these pop-out better and prob some roughness maps for details/realistic feeling. Lighthingwise i think looks better…
Maybe the advice to focus on high poly with regards to automation taking care of much of the repetitive tasks was more specific to my case? I do think that since a lot of time is allocated to learning pipelines at the studio, it may be advantageous to streamline the more repetitive aspects of a workflow provided there's a…
That was because I did not unwrap the sphere perfectly, I did not spend the time to make the rings equidistant from eachother, so the texture is a little unevenly displayed (and stretched at the center rings). here's a map of mars with equidistant rings applied via this method: please, do find any creases, seams or…
Hey guys! First post on polycount! I Wanted to share this piece, I hope you like it! Introduction I love games like Dead Island or Requisition VR. For this portfolio piece I wanted to get inspired by the crafty, impossible yet believable weapon designs of these games. What better than C4 attached to something like a…
Hi there! 👋 My name is Alizée Dubois, and I’m a 3D Artist with two years of professional experience creating environments and props for stylized video games on PC and consoles. I’ve had the opportunity to work on several titles, including "Sports Camp: A 35-Game Adventure" (Nintendo Switch) and "Puy Du Fou:The Quest for…
Demon Guy: The materials are pretty bad, they seemed rushed or low effort, almost like it was abandoned shortly after sculpting. The sculpting details are PERFECTLY mirrored, even the tiny details like chips and wear. It needed asymmetry much earlier on in the process and definitely before you got to those micro details.…
OK, I'm going to assume the entire leading and trailing edges of the wing are control surfaces, as are the trailing edges of the tail and the canards. Aerodynamically, it seems like it's going to be too unstable - the centre of pressure looks like it's going to be way too far forward as soon as it's not going dead…
General update. [ame="https://www.youtube.com/watch?v=U1Qwrqbr_Q0"]Turntable video of the limbs posed against each other.[/ame] I finished the hands and arm - (I could work on them for twice as long but need to move on) and finished most of the leg. I've got the entire foot and ankle assembled and ready for rigging and the…