Texture Process / Personal Art Style Definition & Basic Overview of Asset Creation To define an art style especially for a team of individuals that share a vast range of abilities, especially in sculpting and high poly modelling and generating both the normal information and the other maps associated with these workflows…
Hello! We are a brand-new team called Desperados (yes, we really are desperate). We are working on a new game mainly for fun and to gain experience together, with the goal of publishing it one day and creating many more games in the future. At the moment, we are looking for 3D artists (at least 2) to help us create assets…
her cheeks are way too plumpy...so its given her a baby look...and female have a defined bone below their eyes,,,u shoudl refine that and the distance between lips and chin should be reduced a lil...keep goin...i love 3d girlssssssssss
Hey everyone, I’m the creator and director of an early-stage dark fantasy rpg currently looking for a concept artist to establish visual tone for our vertical slice. About the Project: * Working title: “Eternal Night” * Dark fantasy action RPG * Heavy focus on tone, atmosphere, embodied combat, and deep narrative *…
You’re right, decimation is a better word for what I’m doing than retopo. Ideally yes, the decimation and unwrapping would all be handled in one step. Best case would be a modifier that I put on the model once and forget about. I know there are quad-based topology solutions out there that would probably give me better auto…
Block out with simple shapes and just enough modeling to define things, very rough. This way you and push things around and focus on gameplay rough materials and some rough lighting. Then start refining things. Usually I'll go an object at a time and take it to completion.
Hi! It looks like some modifiers were carelessly applied to this mesh before, or it was exported from somewhere, so it has some issues at the moment: - your beveled edge is not only marked as Sharp, it's actually ripped - you can see this in Edit Mode if you try to select and move a vertex there. You'd need to select all…
Just a quick update, I'm currently on refining the super blocky assets so that they have meaning and context. Hopefully its starting to define the scene a little better. It's all just 3DS Max work at the moment. I've added placeholder decals too but these will be replaced at a later stage.
Small Update: Started refining the head a bit more. The scarf still needs some work. I need a better way to define how the folds lay. I'll try to find some real world reference. Retopped the sleeves for better definition and shrunk the shoulder width. Thoughts?
for all the detail in the rest of the body the back looks like it's only on the 2nd pass, most fighters have pretty defined muscles even if they're not bulky, can only see hints atm whereas the rest of the body has pretty refined muscles. Other then that looks good :D