Mercurial Dance are seeking a freelance 3D Character Technical Artist to support the development of VR game characters for EmbodyXR® Your Role You will create 5 x 3D VR ready human characters from our concept designs. The role focuses on the creation, rigging, optimisation, and technical preparation of stylised digital…
No tutorial will give you confidence in your gestures when sculpting. That comes from repetition. Only way to make your sculpts less sloppy, smooth where you want and sharp where you want is to sculpt and sculpt and sculpt! Tutorials are good to learn the tools and workflows, so if you got the hang of that, then there's no…
Hi!, I’m
currently jumping to blender and I have some (or a lot of) gaps in my knowledge of blender so
maybe this is something stupid. In blender I
can use G or the move tool with gizmo. If I use the G I need to constraint via
short cut the axis/plane or work on screen space. With gizmo I must select the
vertex and use the…
Hey everyone! My name is Szymon and I’m a 3D Vehicle Artist from Poland. I’ve been focused mainly on automotive modeling, surfacing and rendering in Blender for the last few years. I also had the opportunity to work on vehicles for the game Japanese Drift Master. This is my first post on Polycount, so I wanted to share my…
id suggest working on refining the line art - once you do a scratchy sketchy thing, create a new layer, drop the first layer down to 5% opacity, and draw over it, being cleaner and more precise. You can continue to refine your lines this way until you feel comfortable. You can also go back in and erase of of the extra…
Canyon Ambush was the first level that I personally worked on for Overgrowth, and was one of the three levels where I was responsible for both art passes. I was initially handed a whitebox, and in the first image below you can still see that I have not finished replacing all of this placeholder box geo. My workflow on…
Here is my blockout in Maya. I’m going to take it into ZBrush and refine it further. My plan is to only do retopology on the more prominent pieces, such as the side decorations and the middle section, and bake the rest to keep the polycount as low as possible, because right now it’s far too high, as you guys can see. I…
@Oniram, thanks for the crit. I think the soft white edges you're referring to were supposed to be edge wear (correct me if I'm wrong) - Now that I'm looking at it again, they really DO look soft. I'm not entirely sure where the metal material went wrong, but I'll see if I can re-edit/re-do it and make it appear more…