mLink: I much prefer the demo reel art, mostly because it is full of very realistic highpoly/sculpted work. The stuff in your gallery is very stylized. Having stylized work is great, but it doesn't make your skill as clear imo. Both of those characters in your gallery could potentially look like anything, but when I see a…
This is one of the first few models I modeled in Blender. it was man years ago at this point, and my skill level has significantly improved since then, so I think its time to go back and redo it. Should I try and keep to that modern final fantasy remake style, or should I try a hybrid approach and use my own style? What…
Hey everyone, I'm excited to bring you the Bi-Monthly Environment Art Challenge for the months of July and August! The challenge is open to anyone interested and at any skill level. Remember if you don't finish in the time allotted, just keep plugging away and post when your work is finished. We want to see your work! So…
Hello everyone! With some encouragement from friends I thought I'd start an improvement and study thread here. I'm focusing on stylized low poly work that's hand painted, but I'm also going to explore sculpting and PBR texturing next I think! I'm still trying to feel my way around 3D work and decide which direction to take…
Arriving of The Goldchain Hello, my name is Vitaliy and im a self-tought begginer (6 month) 3D Artist. Want to introduce my very first complex work. Hope u will enjoy it. Who doesn't like Pirates of the Caribbean? Inspired by this great movie and that era, i wanted to create a PC/Mobile Top-down piracy-themed game. I think…
Hey guys. A friend of mine and I are working on a little game in Unreal Engine 4. Since we both aren't character artists we bought a high poly head for ZBrush, textured the first subdiv (lowpoly) and put it into UE4 with a baked normal map. The result does not look as good as the actual face does in ZBrush. Can you tell me…
some times what you need is... time sinks :) to make something that stands out, you will have to test things and play with them, iterate on them and scrap stuff that doesnt work. personally i would suggest to work with concept artists / 2d designers on it, you can design stuff in 3d and come up with cool styles but usually…
stylized games like the ones you mentioned, and even the best looking realistic games have strong art directors. that is where those $100k+ salaries they command come into play. having someone with a cohesive vision steering an entire teams output so everything feels amazing as a whole and looks good take a hell of a lot…
Yeah, but gears of war art direction is not meant to be realistic now is it? It's a very stylized game. It's all a matter of perspective really. Crysis1 has more tech than any of the mentioned games merged together, and it's the most photo-realistic game ever made. (imo) I really beg to differ when you say L42 is…