Tossed it into black and white mode, more ideas for direction at work. I'm still feeling weird about the arms...I like the sleeves, but something about the lighting is still making them seem very flat. I might change their position entirely, not sure. If anyone's got any paintover suggestions for that, feel free. Edit:…
Get passionate about what you are doing and the rest will take care of itself. Which is my way of saying that practice seen simply as practice for the sake of arriving at a destination like an industry job is pretty daunting. Practice that is approached as something you use to enjoy yourself always seems easier to me. I…
Some quick background. I've been on Polycount since 2012 when I signed up during my first year of game development at Durham College, which here in Canada is a 3 year advanced diploma program. I started 3D from scratch in the program pretty much as soon as I turned 21, and I'm 23 now. Overall my college experience could…
Further progress on the texturing. I feel like I like where it's gotten to here, and am confident in continuing on a set amount of models. I do notice there's some distortion on the top of the corner pieces here so more touching up the uv's for me. I attempted to do nails going across but I opted to not do them at this…
they guys who get hired arent those that are born with some special talent or rich parents who update their hardware quarterly. In order to improve at anything all you have to do is find those parts of yourself that inhibit progress and find a workaround for them. Their is no secret workflows, it's basic shit like dont…
Since I've been trip'n on this whole vector 2D illustration thing throughout the past year, learning the process or more specific 'proof of concept' it's viability as a legit digital drawing technique, so thought it'll be neat too round off this unintended artistic sojourn with some good 'ole character fanart. At this…
He's using multiple UV channels. He explains it in the thread. http://wiki.polycount.com/wiki/ChannelPacking Snefer's process in that scifi lab is not used very often, at least not for a whole scene. The shaders necessary for this kind of approach are usually too slow. But the techniques themselves are actually used quite…
3d wrap methods like Zwrap or Wrap3 are good methods to do a quick work with human characters, but you already need to have a good 3d model with a good topology. You can't use a simple basemesh but a complex one, because this method needs polygonal detail and different 3d models with different topologies for wrapping. The…
@taglol I dont know if breaking the symmtery is something you do later in the process of making a character, but take care about that face, his mouth are not symmetrical. Another thing is those braids - beard hanging from his face, they are missing that bottom part Love your progress btw! :) @juancarantino I dont know if…