Hey guys, I'm trying to work on my stylized hand painted skills. This character is based on a Moby Francke concept piece. I've been working on this character sculpt for a month or so. I'm almost done with the high poly sculpt. I wanted to test some color schemes. Any feedback would be much appreciated. I still need to…
** POSITION FILLED** We’re looking for a skilled Environment Artist with a focus on stylised art to join work on an exciting new VR title. If you are self driven, with a keen eye for detail and a passion for environmental storytelling, this is the perfect new role for you. About Us @ Toast VR. We are a family owned company…
@Elithenia - Thank you! @ashraful mobin - I'm It's likely a combination of issues. Proportions: I made her hip area a bit too long, which likely threw me off from the start. There's a quick sketch below on an ortho screenie. Design: I made some decisions to keep some visual separation in two areas on her legs. Both sit in…
Schell Games is a highly talented group of artists, programmers, producers, and game designers led by game industry veteran Jesse Schell. We like creating family-friendly games that are transformational and fun. Presently, we focus on creating a wide variety of innovative gaming experiences including theme park…
Hi Guys! I would like to share with you some stuff I did for Ivern :) I would like to give credit to Julio Diaz for let me use all the elements from Ivern's Website . Also Christopher Campbell and Moby Francke for all the work we did together to design this dude :) Hope you like Ivern and enjoy him as much as we did…
totally forgot about him, he certainly never worked on ori just checked moby games and imdb, you would think with all those references the name would pop up. and he uses a different name in the bio on his website. this is all very very fishy. I am sure i know his art, like its made of odd mashups from know works by someone…
Hi, Polycount! After some pause I decided to start another pesonal project. And this time I decided to create something my own. My main inspiration comes from this awesome Sci-Fi Cave - check it http://polycount.com/discussion/119041/wip-sci-fi-cave-environment/p1, and from Quentin Mabille artwork -…
I remember mop wanting to know more about how we automatically generate lods. for anyone who has played our games i think you can not really see any noticeable loding. insomniac just put up a few new papers on the R&D section of the site, one of them being about lods. it begins with the old way we did lods and goes over…
Browse Polycount and various artists' work, Exit Steam, get a cold redbull, turn on the fan and music, and away we go! Starting off with something small and fun like painting a tile-able texture usually helps get me into the working mood as well. @Chrisradsby - I hear you on tailoring a playlist for work mode. I still…
I got the chance to meet Moby and watch him work his magic on some characters back in January. He's the artist that did the majority of those concepts, particularly the ones in the same style that Vig posted. It's quite the thing to see how narrow thin brushes can be manipulated to create the shapes that make up the…