About Us: Alpha Channel is my own personal team of just myself at the moment, I've been working on my design skills for the past few years as well as writing the story for Inzombia I'm now at a comfortable stage to get stuck in! I can only show work I've done myself for the game and it's not amazing or a lot I just hope…
dunno bout you, but i think this shit is pretty fucking awesome: http://www.oucom.ohiou.edu/dbms-witmer/DinoSinuses_3D-viz.htm its 3d scans of various skulls, including a tyrannosaurus skull, and a human skull.
Thank you for your feedback! I would like to mention that the light is not my strongest skill as of right now and the ss are taken with different cameras which have different settings :# I would like to mention that I am using UE5 and Lumen is used for lighting. Below is a link with a video in play mode. If you would like…
I had the chance to sculpt in zBrush, so I decided to do a study. Skulls! I used multiple references of different skulls. In hindsight, I should have focused on one skull from multiple angles. Any feed back is welcome.:)
For some time i had issue with unwrapping UVs for head and it made me very curious about where do you guys place seams when working on character? Initially i always placed them around upper side of neck and going around back of skull but that always results with the face being squashed and actual scull taking up massive…
Hello everyone 👋 =) , I'm an aspiring environment artist. I’ve been focusing on building out my portfolio with environment concepts and trying to push my Blender & Unreal workflow further with each project. I’ve been working in Blender for a while now, and recently started exploring Unreal Engine 5 to bring my ideas into a…
Hey! This is indeed a useful skill, and we do have lots of resources to help explain it (and many experienced artists here who do it!). An atlas is one way to do this kind of workflow, where all the UVs are contained within the 0,1 uv space. You can mirror and stack UVs to reuse space, for example to UV both left and right…
Take away skull, let the viewer see the tower :) Skull with square eye socket, that doesn't work at all, you could spend more time on tower windows and this craters on moon look very symmetrical, anyway nice work. But don't forget to take skull away! :D
i overlayed a human skull on your side view. given she is still at a developing age and her skull is still growing, its not accurate proportionally, but it will be close enough to give you an idea on where your off, and how to construct your skull a bit better.