less time bitching and crying and more time working on your art, i just scoped out your portfolio and its not really up to snuff to whats expected in this "buizz" nowdays. so more practice and less.. whatever your original post was
Been absent for awhile, had some real life duties to take care of. Anyways i joined the multivaders team as a concept artists. So so far i've made this Gunrange room where the marines practice marksmanship and level up :P
Dude if your having trouble with that i suggest to go back and practice really low poly modelling, its the best way to start and to teach your self efficient modelling. Go check out the under 500 tris thread in the pimpin and previews.
I can tell they are more practice work...its better to drop them and invest your time making much more challenging and appealing piece...after all its your skill set outcome and presentation that will net you a cushy job...
Sorry if this sounds obvious but if you haven't tried the practical guide yet, it's a great wayt o get started. Just posting because some people have missed this one in the past. Hope it helps. http://206.145.80.239/zbc/zb_memberdownload.php?getfile=PracticalGuide_A.zip
Hello everyone ! I hope you're all having a great day. This is my new personal project inspired by different styles in order to achieve a blend between stylized and realistic look and it's good practice to try new stuff and techniques, I hope you like it. More Pics https://www.artstation.com/artwork/Vgzd0g
Hey guys, this is my latest PBR game character based on Wu Sehnyou's concept. The main goal of this project was practice the PBR workflow with a character that fits into the Fortinite/Overwatch/Shardbound game style. Take a look at the following link for more images and 3D preview: https://www.artstation.com/artwork/68z0L5…
@Fabi_G thank you so much for your detailed response, I will definitely do some texture studies as well as for the plants I never thought about imagining how they poison/infect those around them I was so focused on visual rather than practical
Been a while since my last project. I went and did my my room for practice while I work from home. I would like some feedback on the overall lighting in Unreal and the final shots. Montage done in UE4 sequencer; first use. https://youtu.be/zBHjneE8v88
Would you say these animations are ready enough to turn on smooth tangents and begin polish, or do they still need some more work? https://www.youtube.com/watch?v=nnJs5ej4LKM Also is it common practice to use stepped tangents and blockout on walk cycles or do you normally just go in with default smooth tangents?