Project i was working on in my spare time. I don't have it very much so it took couple of weeks. Concept made by super talented Tipa Graphic - here's his Artstaion: https://www.artstation.com/artwork/4gyvW I made high poly in 3ds Max, using double turbosmooth technique. Exported to Zbrush where i added some scratches,…
Hi everyone, I've really enjoyed viewing the artwork on the site for a while now, but this is my first time sharing my own artwork. I was really dissapointed by the Cobra commander in the recent GI Joe film so it inspired me to create a piece that is more of an evolution of the original character. I always thought that the…
https://www.artstation.com/artwork/LVlg0 As much as I like the original environment, since it's available for free, I thought I'd give re-lighting this corridor a shot with 4.16 - drawing inspiration from DOOM, Blade Runner, and the Palisade levels in Mankind Divided. The sci-fi theme was an interesting excuse to…
Hey guy! I'm working on a 3d character model base on the concept by Si Woo Kim. I will use it as the centerpiece of my portfolio so I want it to look the best and most professional possible. It's supposed to be a low poly character. It's also my first serious try at low poly modeling so I'm unsure if it looks professional.…
This is not about a blog. Whatever you have against women in the bibile stop your harrasment. Going to make more artwork. Here is a good art and have been posting. You have a promblem of envy stop envy I don't have any promblems with you. If you don't wanna just don't click on the link pls. Simple. We live in wordl were we…
Hi everyone! I'm new to Polycount, and I joined so that I can find and learn from fellow 3D artists. I usually just lurk in different forums and communities but this new year I decided to actively seek feedback so I can improve my skills. A little background of me, I've been a generalist for years now, doing all sorts of…
Of course, for example "https://www.artstation.com/artwork/B34gJ9". As you can see, the level of detail is pretty damn good, while mine using also 4k textures is not that detailed. Right now the uvs are like this, with a uniform texel density of 20 px/cm and more padding in between uvs shells to avoid bleeding.
I'm curious about this as well. Perhaps its different with applications to outsourcing companies that are more concerned with the artwork you're putting out for them to sell rather than knowing you as a person prior to hiring you? (Bizarre way to judge a candidate but maybe in this line it applies, since game development…
Disabling tonemapping is a really bad workaround. Not only does it create a usually undesirable crunched, over saturated highlight, but it also removes a majority of Post-Process Effects in UE4 like exposure, bloom and color grading. You're setting yourself up for issues down the line with lighting. Instead of taking a few…