HIRES HERE Hello everyone! This is my new hairstyle which I've done in my spare time. So, meet Elisabeth. I think now I will make all my hairstyles for she =) Not for my old mannequin. For hair grooming I used Ornatrix. I modeled basemesh in Daz3d Studio, then brought model to 3dcoat, fixed pose and textures, resculpted…
Thought you guys might enjoy these. : ) http://www.webdesignerdepot.com/2009/11/mind-blowing-hyperrealistic-sculptures/ Really like the large ones. Must be pretty surreal to see in person. Edit: Some previews.
Role Overview We are looking for a talented U.S.-based game artist to help create visual assets for an independent strategy game project. This is a fully remote contract role for an artist who is comfortable working in a fast-moving startup-style environment and can produce polished, game-ready assets. The project uses a…
Hi everyone, I think I have made a high-poly, and tomorrow I will be doing a damage pass in zbrush, I am familiar with the interface but have not sculpted metal before so I would like to know how you approach this task. Thank you.
this is question thread but will update with my findings as I go problem is that i try to make sure that dark skin type faces remain legible. with unreals default tone mapping if you are any darker than light-skinned it becomes difficult to read faces. the low values just seem too dark. In Maya if i set tone mapper to Log…
Hey all ! Some of the lighting work I did for HyperScape, I was in charge to manage the lighting for this project inside the Districts, Landmarks and the Hub. Enjoy :) More on Artstation Districts : https://www.artstation.com/artwork/ykowo9 Landmarks : https://www.artstation.com/artwork/nYW3Xr Hub…
Project: Wormheart: Tale of the Outsiders Engine: Godot 3D Compensation: Royalties during prototype and then paid roles after funding! Team Size: 23 (and counting*) My Role: Lead Artist / Creative Director Hello,
We’re expanding our team for the prototype phase of our high-dark‑fantasy CRPG Wormheart: Tale of the…
It's
actually very good - you've grasped the shapes and design quite well, I think. Only
thing I'm wondering - if it's based on type 3, why not go all the way and make
a proper type 3? Currently, it's a mixture of type 3 and AKM. For example, the
stock, rear sight base and gas block are typically AKM but normally…
@2300511685 Correct, the round over in the third step was added with a non-destructive bevel / chamfer modifier that uses edge weights to control the width. If edge weights aren't an option then a simple loop path could also be used to constrain the round over. There's a few different ways to approach modeling lofted…