Thanks Stirls! I agree with clicker's notes by you, even though i did all details by hands in this. I rendered these with Keyshot! ============================ Hello guys So here we have more of Quick Sculpts, but now i am calling this Quick Sculpt exercise to "NO MORE", and need to concentrate on other artworks. Here we…
Day 13 - 7/31/18 Hit with severe procrastination today. Left sculpting until the very end of my day, but managed to pull through and get into some hand sculpting. Very tricky, but so full of character! Like most other parts of the body, I've somewhat surprised myself with how good they've turned out, a testimony to Rafa…
(work prompt) INK DRINKER "Working at the bank is great, you get as many free pens as you want!" We made it to the end! All 31 days... Well done to everyone who took part, it was a blast posting alongside you and I look forward to the challenge again next year! I wanted to end on something a little more dramatic (him lying…
The other important thing to consider is, if you keep offering low rates for a prolong time, you'll eventually have the reputation as the 'cheap freelancer' and I would imagine it would be very difficult to change this perception. If you find yourself in a situation that you want to offer less, then I would state in the…
Early October i made a Negotiated Brief with my tutor, it contains all the 3D workflow with my own set deadlines. So for the modelling stage i set the deadline to be 31/01/17. Then from there I will start texturing all of my assets and i will have till the end of march complete it. After that i will have till 28th April to…
The issue with bleeding comes from the texture filtering. Linear filters (standard texture filter) will consider the neighbors, which leads to the not-to-avoid one pixel bleed. But this bleed occurs on each mipmap-level. A simple example: 2x2 atlas of size 64x64 (each tile 32x32) All pixels at x or y position at the center…
So this day I really started to get somewhere. I started off by working more on the mask by moving around the vertex points thus giving a more accurate shape to the mask. For example, I pushed the whole bottom-front part forward because I thought it looked pretty silly. I also corrected some of the flaws in the mesh and…
ZEITGEIST: MOVING FORWARD [ame] http://www.youtube.com/watch?v=4Z9WVZddH9w&feature=feedu[/ame] This is the Official Online Release of "Zeitgeist: Moving Forward" by Peter Joseph. [30 subtitles pending] On Jan. 15th, 2011, "Zeitgeist: Moving Forward" was released theatrically to sold out crowds in 60 countries; 31…
Hi there! Ganymede Games is looking for a 3D Environment Artist to join our team for a 4 month fixed term contract. The project is a game demo for a AAA project original IP for PC/Console platforms. We're developing in Unreal Engine 4. The ideal candidate will be available full-time (40 hours a week) and is comfortable…
LATEST UPDATE (8/31/2014): --- I've been playing Company of Heroes 2 lately, and it sort of reignited my love for everything WWII, so I decided to take a shot at modelling a German ostfront paratrooper as a portfolio piece. References can be tough to find for certain items/views, but this is the sort of look I'm going for:…