Details: Well, first pass on all the props is finally done. Each of the two rendered shot's were done in Max, which won't be the rendering tool we use for the final frames but I wanted to do something to show them lit. The way the pictures are divided, is each picture contains all the props that were using the same texture…
I had a free week between semesters, and because I have wanted to explore more stylized stuff, I bought a tutorial on how to create a stylized sword prop by Sabrina Echouafni on Flipped Normals. As someone who is still relatively new to sculpting, I like stylized stuff because it is more forgiving, and I can just have fun…
you don't want to be texturing this uniquely - you will never hit the required resolution . put all the decals / sticker etc onto a sheet and slap them on little quads. if this is where your player sits, you can probably get away with modelling basically everything rather than baking unique normals etc. - it's basically an…
It really depends on what this is for. When you're working with an engine and you start talking about switching parents then you almost always need some kind of engine code handling the transition. So basically there are three ways to handle this (that I can think of, off the top of my head). 1) Biped Prop Bone Add a prop…
John I'd echo what Nosslak said. Right now you aren't showing mastery of anything really. Just going through the motions. I would focus on the art itself and telling a story through the environment. I see too many Artists just focusing on the asset/environment creation and not enough Artists focusing on the story and…
@Biomag The thing is: I had portfolio on artstation, there were two detailed props made for subdiv (hard-surface mostly). After I done those two things I got a job in 3d industry as a prop / environment artist. The job was meh - I was given the task to create levels and fill them with already existed props and create props…
Hello , since I am new to Zbrush and learning here another prob... I made those boots , and I realized that it's hard to work on the strings if are a part of the model , so I decided to figure out a way to work on them apart and I get to the extract mesh in the subtool ... I so extract the selected masked faces ( dunno why…
Still working on it. Been a busy month had to put it on a side for a bit, but will have much more time now, so should wrap it up soon. All the props and materials are pretty much in place (missing some debris and some decals) now its mostly only polish and lighting that is left. Also, were learning a bit of foliage…
Sweet, this is great. Are you open to feedback? A couple things I noticed: * Some of the grooves in the ice seem to be bumped outwards rather that bumped inwards. * It would be nice to have some ice dust/chips on the props. * Glove shadows are looking clipped, might help to add an interior mesh.
I should have chimed in, I really like the first environment in the set of four above, it looks great. You should be allowed to include it in your portfolio if you include a credit somewhere saying you didn't make any of the other assets, and it's a free demo scene from UE4. Eventually, hopefully, you can just plop your…