Here is my latest hand painted asset. My question is; when hand painting should all the hard edges of the model be highlighted with bright colors or not? I have seen models that all hard edges highlighted very significantly and also seen many models not. I am a bit confused about this. Any crits for this asset welcomed.…
Hi everyone! This is my first time posting on Polycount, and I would like to present this character study based on a fantastic concept by HuaidonG Liu (ArtStation - HuaidonG Liu) . My primary goal with this project was to translate a 2D concept to a 3D game-ready mesh while following a hand-painted, unlit workflow. I am…
Looking good so far, keep going. What reference are you looking at? Do you have a mood board of examples? Ideally you could be looking at real-world examples that don't necessarily match exactly but have similar elements like wood handles with iron bands, or large worn blades. And examples of hand-high quality painted…
Hello! My background has mostly been in mobile, and hard-surface work. Lately, I've been brushing up on my character skills - and as an appetizer, I'm starting with a good old hand! I just started, but wanted to make sure I was getting the topology right. I have suspicions about some areas that don't quite feel right to me…
(Photos courtesy of Gemini) The PitchI'm a solo dev building Iron Wake, a 1v1 hard sci-fi capital ship combat game in Godot 4.x. The core gameplay loop, UI, and Newtonian physics are already coded in and playable using programmer-art greyboxes.I need a hard surface artist to step in and replace those greyboxes so I can…
We are currently working on a mobile game, requiring hand painted textures for our environments. A very light PBR look is acceptable. As long as it matches the rest of our game assets. We have around eight existing trees that we would like improved textures for: Birch Conifer 01 Conifer 02 Hanging Plant Oak Tree 01 Tree 02…
Hi everyone 👋 My name is Artem, I’m a 3D Character Artist with 5+ years of experience in mobile game development. My main focus is stylized, hand-painted characters – that’s the work I enjoy the most and where I feel strongest. I care a lot about readable silhouettes, clean shapes, appealing colors, and personality in…
Hello guys, There is a huge issue I have with the Bad Hands deformation in UE4, can't handle it anymore by my self... after hard working for days, still got no solution and asking for help. This is a FPS game I'm working on. Here is the GIF file of the issue: https://gyazo.com/6896ff3d77cb27b263c2bb9dc803a507 Just to point…
Retopologizing away, and I'm sick of it but I'll keep going xD I'm trying my best to preserve the silouette, the hope being once textured it will be really hard to tell if low or high poly. According to stats I've placed +1000 faces by hand one by one, and I'll be honest, this workflow feels medieval (link)... I wonder if…
Keep going man. I tried modeling a hand once thinking it was going to be simple, but it was actually crazy hard. But yours is farther along any hand I made. I'd say your hand right now is missing an organic look. It looks you took a cube and just kept making extrusions. Also, you should define what kind of position your…