You know him in the videogame art community as PhillipK, the one writing all those amazing tutorials as of late. I wanted to talk with him about who he is, why he's writing these tutorials (really, what's in it for him?) and where he's headed in the future. And if his desk setup (pictured above) is any indication, he's a…
Schell Games is a highly talented group of artists, programmers, producers, and game designers led by game industry veteran Jesse Schell. We're the largest full-service education and entertainment game development company in the United States. Since 2002, we've worked with world-class clients and partners to create…
To the artists who have achieved this. I've been learning Blender on my own for almost two years through paid and free tutorials. This past year, I've landed my first two paid 3D jobs: one related to architecture and the other to music—a 3D object with a real-world shot in a music video. I feel like I'm halfway there,…
Modern workflow for a character is to: a.) create a basemesh. b.) Sculpt the high-poly details into that basemesh. c.) create a new animation ready mesh that matches the silhouette of your high-poly sculpt. d.) bake the high-poly information down into a low-res mesh. Right now you are at step A. The basemesh you are…
Wouldn't it be great if during crunch the exec's and managers were required not to cut there finger nails. I wonder how long and how often they would decide to crunch then. What are some things you'd like to have happen on your next crunch?
I've come to a point where I consider my portfolio complete enough to land me a job in the industry. What do you all think? https://www.artstation.com/ethanrichards01 GROB-06 is my most recent project that is supposed to showcase a proficiency in environment creation within UE5. Honestly this was my least favorite project…
Hey Polycount, I've been working on an Unreal 4 scene based on this concept for the past couple months now. I've got one month left to reach the finish before summer hits so that I can use it in my next demo reel! I'm trying to hit a realistic style somewhat realistic style and include a variety of surfaces/props to test…
Current Status: Hey everyone, so as many of you know theres a 3D character art contest going on at cubebrush : Art War 3D https://forums.cubebrush.co/t/cubebrush-art-war-3d/1546 And I figured creating a progress thread here would be great considering the last character contest polycount had, there was so much great…
Yes, I am talking exactly about this workflow: https://polycount.com/discussion/168610/3ds-max-zbrush-proboolean-dynamesh-hardsurface-workflow-tutorial/p1 I came from Max to Maya to Blender. In blender you also can keep your booleans as modificators and change amount of edges later, that is main reason why I decided to…
Updates.... I've finally decided on saddle reference. I'm going to go with something inspired from these two.... Creating lowres topology in Zbrush with Dynamesh, Zremesher and Zmodeler: For the saddle I started with a basic oval shape, and sculpted out the saddle form using the clip, move, and crease brush (with alpha 38…