So I made something like this, and I'm not happy with the result: I don't have any idea on how to do that more rough. Let me say to you, how I made this sculpt. You can say, what I'm doing wrong: 1. Base mesh in 3D Max. 2. Adding geometry in Zbrush ( ~2 mln poly/verts ) 3. Trim dynamic brush on edges. 4. Clay Tubes brush,…
Right, we've been using the Reality Engine for nearly a year now, building onto it adding features etc. We managed to get our licence prior to any going on's with Epic. No we will not be using Unreal3, that said I believe there is an upgrade deal for RE developers to move to U3. The HL2 and BF2 mods are merely for…
I am looking for a concept artist to help design the look and feel of the next Weapons Factory mod on the Quake 4 engine. We are an established mod team with excellent leadership (if I do say so myself ) and proven results. WFA was one of the most popular mods for Quake 3 and our artists have a habit of finding their way…
Hey everyone, this is my first post here. I've been coming to the website and reading posts on these forums for awhile, and I'm really impressed with the talent of the people who grace these forums. I run a mod called Apprehension (moddb link: http://mods.moddb.com/3863/ ) Basically our mod is a combination of the fps and…
Overwatch is looking for multi-talented 2D and 3D artists to join our team and work alongside a group of experienced developers having worked on some of the most popular mods including Zombie Panic: Source, Dystopia, Insurgency, Decadence, Sven Co-op and many more. We boast an active and professional development…
Hi! Looking good at first glance :+1: Looking closer, I think the sideview is not as convincing. Maybe roughly sketching the skeleton underneath will help you find a more fitting pose/shape: Parts of gloves and shoes lack definition (e.g. the way they fold), but maybe because you're still working on it. You could think…
Hey! I've got some critiques for ya. 1) The proportions seem way off. The size of the chair makes all the rest of the scene look super tiny. 2) You went a bit too overboard with repeating the bloody hand prints. If there was that much blood on the person's hand, there would be more of a mess elsewhere. There should be a…
Thanks for your reply. Yep, like I say, I'm pretty much following video tutorials at this point. The super darkness is under default lighting and is a result of the normal map. I've found a workaround after reading about cross platform issues with normals. Basically my normals from mud box have weird edges (tangent…
While it's a pretty decent base for a model, I think you've probably gone into fine-detailing too early. You've got all the scales and plating, but there's no wrinkles or folds around the legs. Check out this photo of Tully's Allosaurus sculpture WIP - notice that while the large forms (proportions, limbs etc) and the fine…
Hi, first off, thank you @Klawd and @Paxwort for the suggestion and answers. Even though I like the challenge of going efficient and compact as much as possibe I focused a lot on game assets throught my 3D journey. For this project I will try a more detailed approach and not go for optimized. Thanks a lot for the…