Just working on a side project and did up a super simple but relatively efficient cliff kit. These are the rough sculpts Large Blocky shape. Medium Blocky shape. Long Small shape and short small shape. Then 2 groups of ground rubble to fill along the edges. Merged the small rocks into rubble. The final kitbash!
Hey hey, wanted to share the current project I am working on. So far it is all just Zbrush stuff but I'll be taking this down the video game pipeline. Open to any feedback you all might have. Also, any suggestions on what his little bag might look like and how it connects to him would also be appreciated. Concept by Labros…
Similar to this:https://www.pinterest.de/pin/122300946120716650/https://www.artstation.com/fernandocorreabig chunky shapes. need someone to help me for a project develop artstyles visuals and props / arrangement / layout
Hey guys, here's my lastest project project. First pbr stlized done in substance painter. I really liked the end result. Done while doing a awesome mentorship. Better quality / Marmoset : https://www.artstation.com/artwork/4bEy4W
I kinda want to keep an eye on this thread, but being short on time right now just some advice: - don't complicate it. Focus on one thing at a time where you can, since otherwise, your course is generalist in your own words. Don't bother simulating or complicating the clothes right now. It's stylized-- imo just make 'em…
This is a personal learning project, I learned a lot about games asset pipeline using Maya , Zbrush and substance for high and low poly then I used Unreal for final output. I chose this piece of art because it very creative and not very complex nor very simple, It was a great experience.…
I wrapped up some work for client and would like to share my work with you guys! marmoset turnarounds can be found on my artstation. https://www.artstation.com/liemnguyenart/albums/587296. I used Zbrush for modeling, Maya for retopo, and Substance painter for all my texturing. If you have any questions feel free to leave a…
EDIT: Here's the final! Yo! For class I'm doing a study of this awesome axe by Jenny Brozek. Here is my progress so far: Gonna keep going on the more organic parts next, considering making the base of the axe different, similar to one of the sketch iterations she did since that base has some impossible perspective.
I want to create a 3D Character model based on the displayed concept, the intention is to make it in an Overwatch/Valorant style. Feel free to point out any mistakes aside from the points I mention. The main part I seem to have a problem with are the proportions, even though the current model is more or less in a blocking…