I believe it does not. I believe the rule is meant to prevent copy/paste, not to prevent using inspired stylization. IMHO the skin is inspired by R2-D2 and none of it is a direct copy. But hey, I'm not one of the Valve judges. If you want to be totally sure, then be conservative with how close you hew to your inspiration.
Hi all, I'm Percy from Half Human Games (Dwerve). We're looking for a pixel artist and an animator (preferably skilled in PixelOver) to do paid part-time work on an unannounced action strategy game tentatively titled "Siegecaster" set to release Q4 2024. The game combines top-down shooter and tower defense mechanics with…
I'm taking a digital painting class with Bobby Chiu (inspired from Haz taking it) at schoolism.com. It's basic lessons but he's kicking the shit out of me with critiques and I'm loving it. I can already notice my eye developing and hopefully will help my overall hand painted texturing. People like him are rare and amazing…
I think looking at other peoples art and analyzing it is a great way to improve yourself technically. However, if you only draw inspiration for art from art, I think you will be stunted, or at least not as inspired as you could be. For inspiration, I believe quiet time in nature delivers everything you need. It's not so…
Hi everyone, I’m excited to share my latest game-ready character model — a vampiress inspired by traditional geisha aesthetics mixed with insect-like features for a unique fantasy horror vibe. This project was created while I was studying at 3DSense Media School. I focused on keeping a clean topology and optimizing the…
For my Artstation setup I was mainly looking at an awesome, recent character art post: Exiled Pink Knight by SeungHwan Jeong. My character is much simpler in comparison, but I took what I could in terms of how to present work well. So I took some headshots in Sequencer and MRQ, and also took some screenshots of my…
I would suggest rigging these up for animation, and doing a run cycle. This will expose issues with the topology, and make it easier to see what needs to be fixed. Topology for animation has specific needs, and this is best learned by doing, experimenting, and adjusting. Also we have some great resources here for animal…
I've been a 3D Artist, but this year, I aim to be a concept artist as well At the moment I am developing concepts for 2 separate projects. One inspired by Mauritius, the other by Nordic fantasy. All artworks are still WIP Mauritius inspired concept: Nordic inspired concept: I'm particular more invested into the last one.…
I’ve been thinking about a simpler, more modern way to manage the flow of 3D content creation, as an alternative to heavier tools like Shotgrid. The idea is a web app that focuses on clarity and ease of use, with features tailored for artists and teams: * Kanban-style board that shows what stage of production each asset is…
And here: https://www.youtube.com/watch?v=Sd61WIcvGg4&list=PLGqVmXAMVB66geyCdgjuN-jhCMR8YwLi0&index=1 Might also perhaps browse Chamferzone for hard surface inspiration, maybe try tackling his small stuff first to build familiarity.