finally i'm getting closer to the workflow of zbrush and i start liking some parts and start hating other parts more and more, there are some things that will never get into my head ^^ however here is my first zbrush only sculpt, done with zspheres and retopo... retopo took as long as the sculpting part, silo, polyboost…
"Do you know I can try an attempt in UT3 engine? I only see first movies for built background for now." Look on pior's website (tutorial section) u'll see how to import a head in the engine i think that it works exactly the same way for the other body parts. Great character anyways. Armor looks really cool, but all the…
Today I've worked mostly on the front part,and as I've taken those screenshots I've noticed I still have some wobbly surfaces,specially on the back of the car.
Another part of this to understand it is that the the texture for the highest LOD is already loaded in memory, and it usually includes MIPs (pre-created lower-res versions of itself, used for texture filtering, to reduce aliasing when the model is distant or viewed obliquely). It's usually better when the lower LODs can…
"2-3 months" yes it will be this. Yes you and anyone can do this ^. * That is the idea👍 i was wondering how to incorporate the concept artists though, guess taking notes from alternative sites, they started with concept artists 1st, which i do like the idea of, though we aren't seeing much of that around these parts. Are…
I too got my first art test from Carbine Studios for an environment texture artist position. I got it last wed. I am taking my time on the project, spending at least 8 hours a day working on it. minus 2 of my days which i count as my weekend/break from the test. I don't think carbine will mind about how much time you're…
Hey Rad - Grats on graduation! Welcome to the suck >:) The portfolio scope is decent for a student. You have the content quantity here, it's just like you said - onto better projects. The main thing I'd focus on and think about is how to make things look current gen. Deriving normals from high poly, cube maps in your…
I actually feel like your direction is far more interesting, kinda like what I wanted to go into before I went into 3D art (but more in freelance with some studio experience as a contractor) While game art and working in a game studio can be fullfilling, you're usually nameless to the outside world and you very very…
Hi! I'd say it can be split into cylindrical/tube-like and organic/ornamental parts. For the highpoly, the ornamentals could be created from separate meshes, then re-meshing and polishing once the shape is good. Since the organic parts are quite flat/planar, another approach could be to create an alpha of the ornamentals,…
Wow! I guess this is how it looks like in a game engine.. it's awesome! Feels like a painting. If I look really closely, there is a pile of snow just above the two small windows on the right part of the building. That pile of snow looks a bit floaty and I dont' really like the linear end of it. Also, maybe I would have…