I have been trying to improve on my hand painted textures. I decide to make a thread to get some feedback on my progress. Here is the first one I started working on. Any comments or suggestion would be much appreciated. I really want to get better at this.
Hello guys , im about to Cry right now, im studying 3D and I have to make a class work , which is also a personal challenge .Im trying to make my first weapon (prop in general).It is a Rinno Weapon, like a shaman cane. (they have same Scale , just perspective when taking the screenshot) marmosetToolbar3. What I retopo´d…
I am looking for an artist capable of creating a male and female base model in a style similar to that of the reference images I provide. If you are a concept artist who thinks they can create me some character sheets in the style, I would also be interested to ease the workload of the modeling. I have had difficulty…
Hello! I started working on my own hand model the other day, got tired of using the old CS:S rig for my every weapon animation. But I can't seem to find any "How to rig" tutorials. If someone knows a good one, I'd appreciate it a lot! Thanks in advance! :)
Hi there folks, Trying to get into zbrush and practice some sculpting, first time making a hand, took me a while, I'm looking for some crits on this. Any 2 cents would be great!! The sculpt is about 2M polys for the whole thing. Also, what's with zbrush's weird layer system :/
So, I've noticed that some people tend to use a hand-painted gradient base across the entire model, as well as some ambient occlusion and edge-detection. Is that some sort of baking tool or plugin for Maya or 3DS Max that people use as base before actually painting the texture? Is there anything like that for Blender?
Final Hi guys, I am creating a hand painted environment piece for the blizzard student art contest during my winter break. starting from a pencil sketch, I have just finished the block-in, please let me know what to fix :) Original Sketch: 3Dmax Block-in: http://zeyanportfolio.blogspot.com/
Can anyone post a good looking (professional) UV for hand? All the puzzling around it is driving me nuts. Also, in a game development environment, is overlapping mirror UV a must? or it really depends on how much detail is needed in game? If it is needed, how can I do the overlapping properly and perhaps, easily?
starting a big asset set of Dwarf/Nordic themed props and environment textures, welcome to my journey. Using the method of high poly asset with baked data driving the texturing on the hand painted low