thanks for crits. @ Eraserhead - yes I agree that logically it would be rather absent or completely present in those areas. I just had some refs where it was done the way i did, but I will remove it from skirt areas. @ Johny , Vig - well, thanks to mipmapping the pattern will not bother from the distance. Afterall it is…
Yeah I'm not going to drop out, was thinking more to join Think Tank after I was done here just to really zone in on building the hard skills; Futuregames has been pretty valuable already in regards to just networking and I've already had a couple of studios inquire about my availability for an internship even though I…
This opportunity is now closed as the position has been successfully filled. Hello everyone, I’m Rémy, founder of Naos IT, and I’ve been working on a video game project for the past five years. We are now entering the first phase of prototyping, which will focus exclusively on gameplay development in Unreal Engine 5. The…
Thanks for the feedback! I’ve been pondering on this. Now I don’t want to go full-on anime and would rather stick to something more naturalistic, but I think you are right. I talked about it with friends and we compared the render with the model in the viewport, one of them noted that the iris might be too big while not…
Hi there y'all! I guess this kind of posts have been talked over and over, andsorry for that, but here I go again: So I've been working as 3D Artist now for almost 3 years now (including an internship), although the work experience has been in a couple indie-ish small studios. You know, like where you do lots of different…
I typically don't like to work with such a low amount of poly's as I don't smooth mesh preview very often. So my non smooth version captures the full essence of the model I am modeling; this gives me enough edges to carve out any of the details I may need aswell as stick with the reference/blueprint closer (I find it…