I am developing a game in Unreal 4 currently, I have started on characters. I am a computer scientist by profession and art is just something I have picked up as a hobby so that I can make my own stuff, so don't expect professional artist level stuff that will blow your mind, but I hope you will all enjoy seeing what a…
Greetings! My name is Alain Berset and I am a freelance Senior character/Creature artist from Switzerland working remotely. I am specialized in game ready characters. Here is my Portfolio: http://www.alainberset.com My Fields of competences: -Character/Creature Design -Character/Creature Sculpting -Retopology -Character…
Hey guys, this is my first post here. I´m reading the forum for quite a while and thougt it`s time to post something by myself now. I`m currently working on a Turtle model I Started this week. At first I only wanted to create a still Image out of it. But now I thought I will integrate it in a little animation with motion…
For our next assignment in class we are producing a character model ready to be rigged either for a game or an animation. I have yet to venture outside human form inside of zBrush and thought this would be a good opportunity to gain some experience on something a little different. With this in mind, I searched through some…
I started with a blockout on the basemesh proportions, I don't really pay attention to the silhouette yet, as I use mostly primary shapes that will not give the right contour. I like to color the different elements. It helps me see which part of the character is disproportionate. I used the Transpose Master to move around…
hard surface. rn i use zbrush and its decimation master. its lovely. are normal maps recommended for vr games? ive read to only use parallax for details bigger than 5mm. normal maps only for details who are 5mm wide at most, cause in vr u can easily detect normal maps and u get artefacts with normal maps. what is the…
Hey, Im looking for someone who is capable of doing organic forms such as rock sculptures with detail (like face etc). I can pay 80$ for that, so if you re interested shoot me an PM and samples of your work. Im not a student myself so if you want to make some pocket money on the side, feel free to contact me. You will be…
Right on guys, tried to take suggestions into account and resculpted parts of that boot. It's still different from the concept - I sortof went for the riveted, new batmobile look with sharp tank triangles. Also added the generic (not sculpted!) giro I want to reuse all over the place. This actually proved to be very…
Hello polycount! New to the forum, so forgive me if I commit any sins here. For the past week and change, I've been plugging away at a level layout using the Deep Elder Caves asset pack from the UE4 marketplace ( it's quite good, you should check it out ). I've been taking screenshots as I go and saving them locally, but I…
See the way the edges of these ribs are kind of wavy looking? I don't want them mechanically straight, but certainly more so than this. My method for getting the edge I have is by running the DamStandard brush with zAdd along the upper edge, and then cut right beneath with zsubtract. I use the lazy mouse to steady things a…