Hi All! I'm excited to share this finished project of my take on the glinstone kris dagger from Elden Ring. I'm really happy that I could bring to life one of my favorite daggers in the game. It was a great learning experience and an opportunity to create an intricate and interesting prop. I had a chance to learn new…
I'd say go for it not only because I'm an avid CSGO:Black Mesa fan, just that I think it'll be cool seeing what you'll come up with via skills you've learnt.
Two of my close friends were deisgners on it so I tried the demo on psn a few weeks ago, as a racing game it was fun enough, reminded me a little of San Fransico Rush. The lighting was really nice and when I wasn't driving off the side of a cliff the actually driving felt solid, but I just don't generally enjoy racing…
Too right mate. You almost have to enter another zone in your brain! :smile: A lot of fun though when it comes together. Yes, I defo think mocap is the way to go.
Hey all, thought i'd do a quick post about the project i'm currently working on, and hopefully keep this page updated with my progress throughout! The original concept i fell in love with was by Beau Lamb I believe, although not featured on his Artstation. So far I've just been blocking it out and trying to get proportions…
Your reel looks very clean and well presented. My only critique is that no individual shot or piece stands out as amazing. The design of the shots, the models, the sculpting all looks pretty serviceable but nothing knocks my socks off. if you want stable work you're going to be aiming for in-house salaried work rather than…
great stuff. there's not much animation, but it's still fun to look at. my suggestion would be to change when the towels/cloths start folding. It might be the style you're going but those items start folding in midair before they touch the briefcase and don't react to the new stimulus put on it. i can imagine this change…
These are from a weekend project earlier in the month that I made to try out the #256fes challenge specifications (256 triangles, 256x256 texture, usually a character). I found it really fun to problem solve within such a small budget, and to balance versatility of the trimsheet with geometry efficiency. I posted some…
Steve Schulze Thanks! at first i thought of something less bulky also but finally decided to stick with more canon version. But now when you mentioned it i can't stop thinking about less riped TNO. Maybe that would be my next project :) And thanks for a tip about Annah, would def look into it! Crazy_pixel Thanks a lot :) A…
Hey, I would cut down some of the saturation all together and make the colours slightly more harmonious. I'd pick a focal point and try to paint towards that. Also try turning your texture to grayscale, I have a feeling that all your tones are the same, try to separate them a bit and you will have better results.…