So
I wanted to update this blog a bit, it has been quite a while (November woops)
but that’s because I’ve been using other platforms to share updates on the
project as well. And I really want to use this one for the detailed write up
about my process, decisions and current status. But sadly due to the workload
of my study,…
Hey Polycount folks. Haven't posted in here for a while. Been working on some Destiny fan art recently. I'm obsessed with the art in this game, and the game in general so I figured i'll take a stab at one of my favorite guns in the game (play and art wise). Grabbed as many references as I could online, but for this one,…
EQ called fans of all sports fat, I said only in football can the fat fans be confused for the players. Meaning that in other popular sports athletes are "athletic" and being as fat as possible isn't a good thing. But in football it can be a big plus. The ads the NFL runs, the sponsors that include the NFL are typically…
Hello!! I am currently working on a uni project where I make a hero asset in a scene. I'm making a crashed spaceship in a cave with a dead astronaut. Here's my references so far: Here's my current composition (green represents the astronauts location and purple represents the spaceships location): Here's my astronaut so…
Hey all, Long time since I posted anything here so I thought I'd share something I've been working on in my free time. I call it Shodan. Based on the System Shock villain by the same name, this is my interpretation of what she'd look like if she had merged with the alien biomass from System Shock 2. Worked on it for the…
Looks fab so far! If it's not for your portfolio and just learning to use substance painter as you said + you know how to retopo. I don't see how it matters! :)
No it's not a pluing. Adobe made "material" panel few years ago where you could load sbsar. it reads a layer as rgba input. Makes it into smart object and put live sbsar processing on top of it. So far I use height to normal map ,height to smooth curvature and height to AO "materials" It works best if you document follows…
We are looking for a highly-skilled technical artist who will be able to work on a high-quality cel-shading material and outline material as noted in our Game Document. The technical artist must be able to produce quality work, and can communicate their process effectively and clearly to help teammates understand the…
Hi Polycounters! Im a huge Fallout fan and with the imminent release of Fallout 4 I decided to work on something set in that universe. I thought the vault entrance room would be ideal as I really wanted to do a hard surface interior, and I always thought the huge "cog door" was a really cool design. While I wanted my…