Character design has undergone a revolution because of stylized 3D sculpting, which combines imagination and technology to create appealing characters. Stylized sculpture emphasizes artistic expression, exaggeration, and distinctive design aspects that give characters an individual style, as compared to realistic…
Hello everyone, I started working on a scene, aiming for a bit of a realistic outdoor shot. In the foreground i will have a big rock/boulder so i want to get as much detail as i can into it and in the process learn how to properly sculpt and texture such an asset. The thing that is not clear to me is how to treat the…
Hi everyone! So I have been doing studies on visual styles for a university project. All C&C is Welcome! I am wondering what people think about including them into my portfolio? Are these type of studies relevant to an employer? Thanks Danny! :) Borderlands - Emulation Style This is my "Borderlands" Study. I used the…
Hello, polycount. So after a few failed attempts at making realistic skin in previous projects, I decided to make a sculpt to test out realistic skin and hair textures, and how they work inside a shader. Since I've been playing Dishonored recently, I decided I would try and make Emily Kaldwin, since I really like how the…
About Me I’m a 3D Environment and Prop Artist with extensive experience in modeling and texturing, specializing in creating high-quality, game-ready assets. My work focuses on delivering detailed and optimized environments and props that enhance the visual experience in games. Key Skills * 3D Modeling & Texturing:…
Hey everyone. Just a quick question (didnt know where else to ask?) I'm trying ot use a Physial painty brush in Adobe Substance Painter to mask roughness to give the effect of 'Water droplets' from condensation. However I'm noticing that the brush can have some inconsistency? I have no idea which setting to change to…
xNormal bakes really fast, which is letting me do some experimentation. I used xNormals "average normals" option on both the high and lo res meshes, then baked. After applying the normal and ambient occlusion maps in maya, the result is almost passable for my purposes right now. I am starting to wonder, maybe the map…
Hi, let me share you some renders. The head sculpted in ZBrush and final images rendered in 3ds Max with Mental Ray. I painted detailed SSS textures to building the right skin shader. The head has detailed geometry with great edge flow that appropriate for facial rigging and animation. The character also was modeled in…
Looking good! The detail in the sculpt for the body is fantastic, I can tell you put a lot of time into it. Right now a few things are letting it down. - The texture could use some love. You should post your flats. I'd look into adding some subtle color variation (especially on the skin) as well as some dirt and grime to…
Hi Shade117 Pro, As Lotet mentioned it's a little easier to give constructive feedback if we know what style you're aiming for with the image. For example if you're going for a cel-shaded, Borderlands style like how you've done the eye lines then I'd consider lightening the nose bridge and lip lines a tad. Or else if…