Well its been a while since I last posted on here. I could do with some input from you peeps. This will probably be a refinement process nothing is even close to finished as I want to use this to push my skills up. So I will be using this as a learning exercise more than anything. So critique away (could really do with it)…
I am also a beginning artist but i can share some things that i think will help you, just prepare yourself: -The complimentary colours actually lends pretty well to the piece and desaturating the red might help out a bit. -The face isn't actually half bad in terms of shape it works quite well but some things to keep in…
This character Armor Set was created for New World: Aeternum in collaboration with Side for Amazon Games. Based on the provided concept, I owned the full character production pipeline — from high poly sculpt to final textured, game-ready asset. My responsibilities included: • High poly sculpting • Low poly modeling & clean…
We’re looking for a Product & Growth Lead to join our team — someone who can help move our projects from creative development toward validation, strategy, and launch. We’re a small independent team working on several game and interactive projects. Some of them are still in early concept stages, others are already in…
Looking good ! I must say I can't disagree with the cheese comments. It's not so much of a problem on the shield but if you look at your reference, the holes are not perfect circles. Maybe you could try to make squarish or triangular holes to make them look more like actual damage made bit the point of a blade. However, on…
Hi So was sat in my girlfriends local university library, and an old baseball bat was on display for some baseball thing. So i decided to to make a little project out of it. But i've hit a snag. Although modelling it was fairly straight forward, unwrapping it is giving me troubles. Obivously any crits on the bat itself is…
I've been learning to use substance painter and the sculpt->make-normal-map-for-low-poly-mesh pipeline. I'm trying to make some textures and normal maps for bricks, stone and wood, baked them through substance painter, and they all turn out like that: Instead of something like that: My issue is that there seems to be more…
how do yo handle these chamfered edges in the uv's? do you cut one side based on how are you going to texture it? and which one? or do you cut both sides?