I'm attempting another modelling challenge run by the folks over at 3dmodels, This time I'm doing a vehicle inspired by Syd Mead's sentinel 400. I'll admit I'm running short on time with this challenge, as life keeps getting in the way. But I'll see how far I can get before the Dec 4th deadline. I'm still blocking out the…
Hey all! Sorry for jumping into this challenge so late, I'm a new user to Poly Count and wanted to give it a go! I mostly specialize in modeling, so for this challenge, I chose to create the potion bottle. I normally don't create stylized work, so this is going to be a challenge for me indeed! I started out in Maya to do…
If anything I would say less contrast. I've worked on a few stylized projects, and the last thing you want is for textures to stand out and grab too much attention. Generally most hand painted textures that are environment related should be fairly low contrast. I find it is best to avoid harsh shadows and bright…
Thanks guys. Sadly I can't show you more than I already did since I don't have approval to share concepts, wip images or so. The work for Dishonored games was quite straight forward since the 2d team is amazing and we had awesome and detailed concepts to work on. All we had to do is to stay as close as possible to the…
I think the biggest prob with this piece right now is material definition. As it stands its hard to tell what anything on this gun is made out of. The first and most obvious is the leather handle grib. Right now it looks like its just flat red instead of what I would imagin should be leather. Same applies for the gold and…
I've seen Riki's methodology, and for a while I started to use it. It is good for getting your textures all in the same range (you'd be surprised how many aren't), and it tends to lend itself well to 'realism'. Epic's methodology is geared towards stylization and getting the most out of their lightmaps. This isn't…
Thanks for the crits, I'll work on that part for sure. Nothing final yet since I'm still trying to figure out which texturing style and workflow I'm going to use. I'm experimenting with some semi-stylized texturing right now which is based on the PRTpn maps (similar to objectspace normal map). After looking at a bunch of…
I recently integrated some digital battlemaps into my home D&D sessions from fantastic creators such as Dynamic Dungeons and Animated Dungeon Maps. These maps incorporate dynamic lighting, particle effects and atmospherics to create a greater sense of immersion for the player and my table has fallen in love with them so…
Note: Email andy@ramenvr.com /w portfolio, resume, and cover letter if interested We’re building Zenith, a VR MMORPG that’s inspired by our favorite JRPGs and animes. We’re working with a small team of crazy talented artists to bring it to life and now we’re looking to add a character concept artist. Inspired by Miyazaki,…
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