Not too bad! The one issue that sticks out to me is scale. For example, in your reference the top of the door lines up with the top of the cabinet. Residential doors are around 203 cm tall (in the US). Your average person is about 160 cm tall. This means the cabinet in the reference is reachable by a person of average…
just heard it through the grapevine. Anyone here affected by it? I wish the best of luck to those losing their job. As always, I'm sure there are plenty of us that can point your guys in the way of jobs. Just contact us.
Hello, I began this project a few months back, but I wasn't really satisfied with the outcome. So, I'm now revisiting it to try and push it further than I left it. The reference image: My first attempt: My latest revision:
Hey guys! We were given this concept art from quake and told to do our best job modeling a high poly of it, so this is my work so far. This is my first time doing sub division modeling, any pointers would help! lemme know what you guys think! and the wireframe
Hey everyone, Here's my latest work. Modeling and animations were done in Blender, textures in Substance Painter and renders in Marmoset Toolbag. Textures: 1024x1024 (albedo, roughness, metalness, emission, transparency and AO maps). model