Hello I am looking for a 2d animator who can create a fanmade 2d frame by frame anime animation video for me. let me explain in more details. I am creating fanmade 2d animation based on One piece and I have script and storyboards prepared. I need a 2d animator who can animate few scenes for me fully colored and rendered.…
Just posting some work that I finally completed earlier this year. It sat for many years as a blockout on my hard drive. Due to some down time, I was able to start working on it at the end of last year. Inspired by one of Tor Frick's pieces, as well as work on some of the Alien films I wanted to tackle some science fiction…
sharpening up the mips in a DDS manually in photoshop to counter terrain shading blurriness personnally i disagree with this, i find it makes any tiling issues much worse and really just ups the contrast in the mips not really makes any difference to the sharpeness of the image, also makes any aliasing issues much worse.…
For instance hard surface automotive content e.g. Gran Turismo PS3, their vehicles we're generally 500k tri count so fairly comparable to budgets nowadays mitigating potential efficiency bottlenecks excluding evolving tech, remains fundamentally unchanged i.e. well thought out topology, uv's, LODS...etc As already shared…
HEY HOW DO I SHARE ART LIKE YOU SHARED HERE I AM NEW HERE I CANT FIND SHARE OPTION IN THIS FORUM 3D Art Showcase & Critiques PREVIEWITS RETURN TO SHARE YOUR ARTWORK BUT HOW TO SHARE IT THERE IS NO OPTION OF SHARE PLS HELP ANYONE
Hi! I recommend sharing the references you're using too, so people look at the same source as you. If this is for a game project, I recommend getting this into engine early and frequently checking there while working, using the game camera. Overall it might be worth blocking a play-space out first, then making it pretty.…
I think the whole idea of using Zbrush decimated mesh as in game model is not ok yet. Whatever Unreal5 is promising. I see the appeal but IMO not only those tiny triangles everywhere Neox mentioned but neither proper/clever sharp edges vs smooth surfaces placement for good lods switch without suddenly popping different…
Hey dude, nice work, I can get real nitpicky for you if you want; -The part where the stock meets the upper receiver is a bit wonky, the profile of the stock should follow the receivers' lines much better. Also the transition of the bulge into the rest of the stock isn't completely accurate, it's too sharp. The bulge also…
looking ace, but what would be to expect from you guys? that said, i feel like it could be improved with some more definition/sharpness maybe it is the shading and lighting, but the topmost image feels almost like on of those realistic 70/80/90ies airbrush pieces, which have been really hard to get crisp/defined due to the…
Still trying to wrap my head around the new workflow. Continued blocking it out. Now, though, I'm a bit confused. I've got an area where I need more loops to hold the edge hardness (in this case, along the cutout in the front), but those loops wind up terminating up along what I want to be a really smooth, round corner on…