Hey everyone, I have just started a sabbatical in order to improve my skills related to game art! I am extremely excited and I would like to share my progress with the community here. Compared to the quality of work I see on here and other Websites, I know I have a lot of improving to do. Improving by way of daily,…
Not sure although I think I am looking at the some kind of humongous violent Crystalline result? ( I was doing research on the sprawling network of tubes that go on forever in the industrial refineries in and around Houston ) take a gander please at the following Google earth link in 3D! ( as much as I ctrl click orbit the…
Hey folks. I'm currently at school trying to figure this one out... See, I've been assigned to model a locker. I'm currently working on the door. I've made a high poly model and a low poly with UVs. I baked the normal map yesterday and at first glance it looked alright, but when assigning the diffuse the 3D effect more or…
Hi looking for freelancers who can create an anime style character concept art.I need only front view of a character in anime style.Will pay $50 for front view only.Please contact me on my email archimondes1992@gmail.com will be waiting for kind replies and deadline for the concept art is till 13th April 2019
I think you may of gone overboard with the top view shape, the hips should be a bit wider. Also believe the tail should be skinnier when viewed from the top http://i.imgur.com/V9Y9T.jpg http://i.imgur.com/hW7Mo.jpg
OOOOOh, you're playing with Marmoset Toolbag 2! Could the proportions be from the camera field of view? I remember that on TB1 I would have to make adjustments to the field of view if I was making a turntable of a particularly long asset.
looking good in the top down view, curious to see gameplay now, nice work! some of the ao looks mega strong on the foliage but it kinda works in the top view image anyway so thats alright I guess :)
Looking good! One note about your scene: you should adjust your view (or model) so that the hand not holding the flower is in better view. It overlaps the knee joint and gets lost. Rendering as silhouette sometimes helps with this.
In 3Do you can press P to switch between Perspective/Orthographic view and use I J K L fot the respective views in Ortho mode. Also F aligns the model to the nearest fixed viewpoint iirc.
I rely on ortho view extensively, probably about 95.567% of the layout of my models are created that way. Don't see how you could efficiently model, say a car or plane, using only the perspective view port.