I was looking for a neat quadruped to make for my reel/fun and came across this little picture of a bulky dragon. I don't know who did it or what its from so I'm not trying to make it exactly, was more of just a jumping off point for a starting shape. I'll be posting progress on this here as I work on it and hopefully…
Ok. I have a little more time so I'll explain the paintover a bit A lot of this is piggybacking off of DemonPrincess' post above. She really hit a lot of great points. I'll just add my 2 cents on the philosophy behind how I work. - Groundwork: Plan your attack. Study the style that you're attempting and note what makes it…
Thank you for the replies everyone! @ghost-d - Wow that made a huge difference, thanks for pointing that out about self-illumination. @gbencharski - I will try to keep that in mind about pushing the values more then I would think normally, thanks. @jeffro - Thanks, while not all that impressive yet my hand painting skills…
A handy trick I have been using for a while is if I have a bunch of vertices that have all their varying height positions (y axis) selected, with 'snap to points turned on' and the pivots y axis active, I can just hold down middle mouse button and drag near a vertex that I want all the selected vertices to have the same…
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I am a professional 3d character artist with over 7 years of professional experience in games, collectibles & table top miniatures.I am looking for remote freelance, full time or part time work. (PAID WORK ONLY)here are a few piece of my work as well as a link to my website!https://www.aefoundry.com/ Thank you for your…
Cool, Looks good. It seems a bit clean and flat.. If you added a AO pass or painted some shadows in the cracks and gaps, and maybe a bump or normals map for the rocks especially. Not sure why there is a light brown line on the corners of the wood, maybe it's what you were going for but it looks unnatural. Your right, the…
Check out the composition of your reference images; Now check out the composition of your image; A glaring issue I see is your image is way too busy. There are too many directions and spots for me to look at, and nothing really meshes well with the rest of the image. It's quite obvious you want the large mountain in the…
Been a long time since I've made a post on polycount, but I'm back! This began as a small project over 2 years ago, when I made a short prototype game that included a few unfinished environment assets. Using the mouse, players would pivot the camera around a fixed point in the scene, searching the environment for items to…
Nice study. Just wanted to point that wood looks like a caramel chocolate. As for a whole topic about orb/faf textures i do not think that this is hard. Its quite easy if you understand what are you doing. First of all you need to know what matcaps actualy are. And the answer is simple, its a phong model set to camera and…