Latest work, majority of the modelling done in Plasticity with the lowpoly in Modo (plus blender remesh for the grip scales) More shots on Artstation: https://www.artstation.com/artwork/w044KLThanks for looking. If you enjoy sharp things I've got another blade in the works that will be going up on Artstation soon too.…
Ugh! When i get home hopefully i can get some photos up.. I need to retake a lot of my shots and need to figure out a way to get nice and fancy photos of the Arc level..(and of the Arc + Nemesis). This is what i got in the mean time to hold you folks over. This was for a cinematic. I was given the original hipoly and…
@PolygonDon Thanks a lot! Hearing that I inspire is extremely motivating. :) @polaroid The AAU allows you to take GAM classes even if you're ANM. In fact, that's what I'm doing. GAM used to be a part of ANM, but was made into it's own major after it gained popularity. I stuck with ANM though because I was so far into the…
Hell yeah 3D nostrils are tricky I've started to wonder what would be the best solution, tweaking all that right away or waiting until the nmap is generated to have the abilty to move 'lowpoly' verts around more easily. For some reason I feel like I'd get better results this way as it'd force me to look at the'bigpicture'…
Long time, no update. Art creation hit the skids last fall with the sudden advent of a huge increase in my daily workload when half our team at my day job was layed off. When I did get back into doing some more art on my own time, I ended taking a hard left turn when I was offered the opportunity contract work on two…
Update: opened the big door to add a small cave. The idea is having a bit everything .. test and showcase different types of art assets in the same scene : so i thought of some rocks, and next would be some kind of architecture ruins inside the cave and an alien plant growing out of those. There's a risk something can…
Well first off, the model you have as it is looks more like a slightly higher resolution version of a lowpoly model, not really a "high poly" model persay. You're going to want to look into sub-d modeling, what most people use for mechanical/hard surface highpoly models. This is a very good thread to start reading through:…
I'll be both concerned and relieved once AI learns how to actually interpret a 3d model and retopologize it, UV unwrap, and weight map it for animations. Maybe somebody will finally automate the tedium for us. As fun as it is, I don't want to spend (more) years of my life pulling quads and pushing verts to make a engine…
Hello! I am looking for an entry level remote job as a prop artist or environment artist. I have been in an industry for 2 years. I know very well lowpoly baking pipeline. My tools are Blender/Maya/Substance Designer/Painter , Marmoset, Unity. I know a bit Zbrush, UE4. My portfolio https://dianaagl95.artstation.com/…
Hi! Did you triangulate the model before baking, to ensure the topology is consistent across applications? It would be good to have more info (lowpoly shading, UVs, wireframe). Ideally, share files.