Hi everyone though I share that I'm currently on the look out I'm open and on the hunt for some work!looking for any Freelance, contract, remote and or part time roles.Hard Surface - Modelling/ Film or Game, 3d Modelling Low-High,and or Concept Design.Please don't hesitate to get in touch and or shoot me a dm on…
First, can you post some of your reference? You can never have enough! Moving on, no-holds-barred crit time: It has potential, but it's just very boxy and undefined. It's the extruded-box syndrome that we all fall into when we model sub-d. The only part that looks like it is designed to be used by a human is in the back…
sculpted the hands for her, and aimed to stylize the hands so that the fingers are longer than usual and have this bone-y look (because she's a vampire, duh!) and add some nasty claw-like nails.
Here is my take on the ever so popular Mine Concept. I Crave Critz The Concept Special thanks to the current threads concerning this concept they where all of great use when getting inspired for this piece.
Hi. I made weights and skinned the model in Maya to the standard Unreal Engine skeleton. Then I imported it into Unreal Engine, now the arms are too close to the torso. Here's a comparison of what a standard mannequin run animation looks like and my mesh. Can you please tell me where I could have made a mistake?