Hello everyone, I am new to polycount and also fairly new to 3d character art. I am currently working on my second character personal project. The character is to make a current gen version of Prince of Persia. It's still very early in its stages but I would love to progress with this project with the help and critique of…
Duties and Responsibilities: • Model and texture realistic, modular, hard-surface and organic set pieces and props for a diverse set of environments. • Create realistic next gen textures and materials for use on architecture and terrain. • Work from photo reference, style sheets, and concept during the art creation…
NKS5 for Photoshop - Tool Overview just found this tool and cant wait to get started. its free just donate if you like video overview: [ame="https://www.youtube.com/watch?v=J42Q5lCVp28&hd=1"]NKS5 for Photoshop - Tool Overview - YouTube[/ame] NKS5 is a custom toolkit for Adobe Photoshop CS5, 5.5 and 6 - it provides a wide…
Hello, I'm planning a mid-scale environment project for the first time in a long time and using realistic materials. I want it to be reasonably realistic so I'm looking at substance materials and probably Unreal engine, but would also consider Unity. From the last time I worked on something like this, I remember being very…
Hey fellows, since 2012 it seems as though I have been one who has been having trouble finding new opportunities. Things seemed to occur quite often back in 2010 and 2011, but now things are no good. I took two tests recently, one I over detailed (that was the one that I asked about retaking, but another one presented…
So..! I'm working on my first human character model and I would love to get some feedback on my progress!I've only ever modeled two characters previously, a cat:https://www.artstation.com/artwork/8d3vEand a rat:https://www.artstation.com/artwork/OD69w The pipeline right now is to create a highpoly in zBrush, modeling the…
Link: http://steamcommunity.com/sharedfiles/filedetails/?id=361007639 Please see the fourth image to understand the numbering! 1 - Mudbox is an effective way to create complex details, like the embossed effect in metal and wood. All images of the weapon use the workshop_workbench ingame renders except this image. I render…
Wow, very extensive project and thread, very cool :+1: Do you want to push the presentation into collectible direction or should it be more realistic like snapshot from a game/the series? Right now the presentation looks stiff to me. It reminds me of an collectible with the stand and the writing, but at the same time the…
Hey man nice work with this character. There are definitely some crits and issues to be addressed with future projects, so I'll try and describe the most significant ones below. The first issue, and most possibly the most important, is to have a clear design goal. I read that this was a re-design inspired by other fan art…
I missed your reply. Yeah that all makes sense to me. There was a game that was pretty much universally praised for it's next gen graphics that came out a few years ago. But I actually had to stop playing it becuase it was making my eyes hurt. I know that sounds crazy, but there was like so much hyper detail on…