Like said, it depends, especially for the chamfers. Do you need cuts for normal maps because of hard edges? What's more visible? How much distortion and size scale changes are you willing to deal with? Personally, I'd probably do something like this: "a" can be straightened out without any distortion, the inner and outer…
Hey! I've been posting some free content at times here, and here is another one. You can get 15 themes that we have made for Unreal Engine for completely free: https://eliaswick.com/products/editor-themes. The current Unreal Engine theme is honestly pretty great as it is, but if you have a favourite color and prefer the…
Had a bit of time today to block in the back. It's not good yet; I got distracted with details and didn't focus enough on the main contours, and some of it is just fucky. I'll fix it.
Hi again. :) A small update. I've added a baked lowpoly for the tracks cover and two types of jerrycans in the back, but now I feel that I've hidden all the beauty beneath it. Maybe I'll try to make two variants of the model in the end, one with the tracks covered and one without the cover, hope the UV resolution will be…
More updates, Currently taking some online drawing class from Watts atelier of the arts, I've never actually properly learned drawing so figured it was the right time to try. I'm working on drawing fundementals II right now. I've also went a couple time to do live drawing/painting in montreal, I went to the 3h long pose so…
Hello! I'm Tony, I'm a 3D Character Artist with 10 years of experience. We can negotiate pricing depending on the length and kind of work you'd like done. I have a broad scope of experience because of my work background. I have experience creating collectibles for print, real-time characters/creatures, real-time hard…
A bit of a breakthrough on the next iteration for the reference material. If you use the CameraVector node (which I was using some of my dot products), as your normal, you get "free" retroreflectivity. This much better because it actually takes into account all scene lights, rather than relying only on a single directional…
Working on front and back views! Really happy with progression. Excited to see how everything turns out! (The shoes and hands are backwards, I know haha. Still working on those pieces.)