Hello There, Hope you are doing well ! I am a 3D generalist, animator, rigger with 8 years of experience available for commissions. I have completed about 400 plus projects so far. You may please go through my portfolios in the respective categories shared below. What working with me is like!…
Thank you for all the feedbacks! I have attempted to resolve the problem through lighting, since it seems to be the part I have got the most feedback on. I dimmed the lights a little bit and for the end of the corridor, I have made the colour of the light colder and slightly darker to try and make the lights themselves…
Hey everyone! I came to the realization a while ago that my portfolio was entirely lacking in the environment department. So I went on the hunt and ended up deciding on actualizing one of concepts that Cory Loftis generated for Wildstar: I'm hoping that I end up doing it justice. : ) Some goals I have for this project: 1)…
So I decided to do something unstructured this weekend. Just pick something and doodle on it. So it all started with this image that I came across while searching the intertubes: Love the stylized skulls! Very good "Day of the Dead" vibe there. I got to thinking that it might be neat to do a tiling texture of skulls in…
Hello Everyone, my name is emubi. I'm full-time freelance Illustrator. My main skills are 2D Illustration and character concept arts. I do have some experience regarding 3D on blender, also I'm ex-gamedev so I'm open for making 2D assets for UI or props too!. I'm open to short and long term project! here's some samples of…
Hello polycount, I wanted to share an indie project that I am working on with a friend. I've been a little hesitant about posting about my game because there are so many amazing artists on here that make me look amateur in comparison but I've decided I'm just going to have to grow some tough skin. If you happen to be…
When is your deadline for this project ? Unfortunately your references are not very good for what you trying to achieve for example in side view his head is turn up and camera is below which pretty much make it impossible for front and side view to ever match I suggest you watch your favorite move by him one more time [dvd…
The first thing that sticks out to me for your retopo'd meshes is the density of your mesh and texel density of your UVs. For a low poly/retopo you want there to be no extra geo that isn't contributing to the form of the object. The low poly should match the silhouette of the high poly but you don't need all of those extra…
I agree 20k is a reasonable polycount these days, most next gen real time renderers can handle alot of polygons (possibly more then you would need:P) its the texture size and advanced material/lighting effects that really cause the significant slowdowns. That said I think its optimised pretty much as good as it could be…
Why does an otherwise dry bone skull, have blood on it? Good work though, fairly standard but for your first try is zbrush it's nice. Keep on sculpting!