My recommendation is to set yourself projects with the idea of practicing or learning something specific. Like as a character artist if I want to practice making hair for example I'll focus on a project based around that, or if I want to practice human anatomy I'll make a character that requires good knowledge of that. If…
The recent thread asking how to maintain texel density got me thinking, as many of the answers were needlessly complex or the opposite, i.e. just eyeball it. There is actually a fairly accurate and artist friendly way to match a specified texel density, so I thought I would take the time to explain the method as well as…
@killnpc Hey! You are right, you made me realize that I made a terrible explanation of my problem. I'am using a Blender plugin called GrabDoc, that allows me to easily bake high poly mesh to a plane. Then, I'll take the low poly mesh and map its UVs on this trim sheet. This is my trim sheet so far: So, my issue is when I…
Hi dzibarik! Firstly, I just want to put out there that I am no professional in the gaming industry, nor have I done a degree in Game Art, 3D Modelling or anything related to Game Art. I left my BA Architecture Degree because it was full of people I didn't want to be and the Industry seamed bleak to me (in my personal…
Sorry, somehow I kinda missed the fact you're working off wonky photo ref. When you don't have nice orthographic images planes aren't actually that useful There are various camera matching solutions (there's a rudimentary example supplied with max iirc). Usually they rely on knowing something about the way the image was…
I wasn't necessarily referring to the hammering (though pinching is a very good keyword) but that's probably my bad for not expressing it better. Basically, the lamp isn't one big chunk of metal, and while nicks and notches (like the one in your sword) and blunted bits might be found as well, it's much more likely to dent…
Hey guys, first ever post here :) Im currently working on my first "real" high-poly model, aka I want a mesh whose detail level could be controled with a subsurf. The idea came after seeing the wonderful realization of Stephanie Nieves "Biomodem" after some concept of Stålenhag…
This is looking cool so far with those bottles! We have some examples of face wireframes, in case that helps: http://wiki.polycount.com/wiki/FaceTopology