Hi guys! This is my latest asset, in this project I wanted to practise a hard surface and texturing a little bit, and this is how it finally turned out. Hope you like it, and if you want to know a little bit more about this project and my other stuff, you can visit this Artstation project…
Open to different work opportunities including: - Freelance projects - Part-time / Temporary contract - Full-time positions You can have a look at my portfolio here:https://www.artstation.com/kasskafziel I work with different software including: Autodesk Maya, Blender, Zbrush, Substance Painter, Unity and Unreal Engine…
Too early to offer any serious critique. How can we crit the finger when we can't see it in relation to the rest of the hand? How can we crit the joints when we can't see the hand in different positions? How can a hand be 'evil', just because it's blocky and mechanical? How can you not know which hand it is? Someone says…
Hello everyone and thank you for reading. I have been following James Taylor https://www.youtube.com/watch?v=spi4lGxnMZg character modeling tutorial on youtube. I like his workflow and I find it useful for buidling a character's basemesh for sculpting. I am practicing everyday and I am trying to memorise the whole process…
Diablo III Fan Art (Concept - Modeling - Texturing - Game Engine Render) Hello Guys! I'm going to do an environment scene based on Diablo III. I'm going to be concepting, modeling, texturing and rendering in UDK. My camera is going to be 3/4 view and all the textures will be hand painted. I wrote a little intro to the…
looks good to me. I'm no hand painted texture artist, but perhaps you could try a bit more contrast on the handle. and maybe a gradient? I think it's looking very good though. One other thing to consider is what distance will this be seen at? Are your details holding up at that distance?
You need to split UV edge when you split vertex normals along an edge (i.e make the edge "hard" or in 3d max terms set different smooth group in adjacent faces. For a videocard it's no difference would you just split the geometry ) Beveled edge on the other hand allows you to keep smooth shading across it. So unified…
Hey PC crew, I'm trying to paint a sky box but I'm having a pretty hard time. Just wondering if anyone out there had any techniques or sweet photoshop brushes they would like to share. I'm trying to get something to look like this http://desktop.freewallpaper4.me/view/original/3106/cloudy-skies-and-rolling-hills.jpg Thanks…
Hey guys. I'm in love with hard surface modelling now and I'm getting used to it. See my Heavy machine gun thread for my other WIP. http://boards.polycount.net/showthread.php?t=65312 Was so bored I started to make a handgun.
Thanks for the crits and paintovers, guys. :) @Linkov: Great suggestions. I might play around with the Egyptian theme. :D I'm still trying to get the hang of lighting + hand painted metals. @DonKarnage: Great suggestion as well. I'll extend the design on the "headdress". :)