Hello! I'm a professional environment artist with 8.5 years of experience. I'm open to taking on work in a freelance capacity! A little bit about what you're getting from me: I've been in the games industry for 8.5 years, and worked at several AAA studios, including: * Electronics Arts/Codemasters // EA Sports WRC *…
The ProjectWe are an indie team developing a medieval fantasy MMORPG built in UE5. The game is in early stages of development with a working demo.The RoleWe are looking for a volunteer 3D Modeler and Animator to help bring our world to life. You’ll be working on your choice of environment props / creature models /…
While im bitching about the character art: AM I THE ONLY ONE THIS BOTHERED: http://cgtextures.com/login.php?&texid=22561&destination=texview.php?id=22561&PHPSESSID=d168880ecae15ba856db65ffe56efaf5 http://fc06.deviantart.net/fs48/f/2009/220/b/8/Killer_Croc_Batman_Arkham_Asyl_by_dok_k.jpg ? i mean the game was overall…
I actually thought you were a professional by your artistic standards and your attitude Deep Lab is my fav of your pieces in this post. And I'll just add to what the others also are saying: it is only a matter of time 'till you're in that industry-wagon. Keep it up cholden, and happy b-day yesterday.
I'm not totally sure but I have a feeling that could cause problems with shadows. B could cast unwanted shadows on A. Here's another version. Not a complete one but you get the picture :) This time I reused much more the same texture space on the windows. I'm not sure which plan is better. Any suggestions?
Yeah, this beta is almost entirely bug fixes. From what I hear, it's a feature freeze right now until as many bugs as possible get sorted. Edit: here's some nice visual info on the handling of bugs: http://www.letworyinteractive.com/b/2010/09/blender-foundation-status-update-week-36/
So here is a basic blocking) It took me tons of time! I hope the next step will be finished quicker. As I mentioned earlier this character combines animal nature and qualities of warrior and that's what I based the idea of movement cycle on. At the next step I will polish up a few things and add secondary actions B)
nice work, while I am not fond of the all visual editors for doing stuff like a*b, but anyway, my main suggestion would be ICONS! or at least user colors for nodes or so. e.g it would be much faster to differentiate between "incoming data" (textures, uv coords...) and "outgoing data" (nodes that only have inputs)
ZBrush's Shadowbox may work. If you load in the B and R as mask alphas you can get it to project the proper topology. Here's a quick sketch I drew out by hand. Took 30 seconds: With a higher resolution and actual alpha usage, the result should be less rounded and much closer to what you are looking for.
Here are the best anatomy books in my opinion: Eliot Goldfinger - Human Anatomy for Artists Stephen Rogers Peck - Atlas of Human Anatomy for the Artist Gottfried Bammes - Die Gestalt des Menschen George b. Bridgman - Complete guide to drawing from life + Michael Hampton- Figure Drawing - Design and Invention *good…