I am currently a student, but I will be graduating in December, and getting a job in the industry hopefully. Here is what I am currently working on. Crits are appreciated. Here is a Model I did for a shortfilm I wanted to get it in game so I am working on optimizing it, and practicing my texture painting in mudbox. here is…
**NO AGENCIES OR OUTSOURCE STUDIOS** Hello, We are looking for a remote working Character Artist who has good knowledge of UE4. We are looking for an individual person, no agency or outsourcing studio. You will create Characters and Clothing/Accessories in a photo-realistic style for an unannounced project. Important: UE4…
Thank you so much for the advices and support guys!! I'm currently working on thumbnails for the splash, I hope to post it there before the week end :) RedSinistra : You're right, I will definitively add a piece of cloth on the design I'll chose, I like flowy things and it will add some colors! DawnHeart : I think the…
Did a crit/paintover of your sword guy. I was reminded of how I used to paint things, so there were several things I noticed particularly related to the cloth bits. Your painting style at the moment (more with things that are not environments) tends to rely more on focus of things casting shadows, which is important for…
Judging by your current portfolio, you're already off to a very good start. If I were you, I'd focus most on texturing and making sure you can get very good material definition. PBR shading/texturing is actually a pretty simple set of concepts, but they take a little bit of time to sink in. The best thing about PBR is that…
A lot of good feedback. I thought id better post the body without any clothes to see whether there was any underlying problems that were being masked by the clothes Thegodzero and Crasong: Since I exaggerated the length between his chin and his breasts, I tried to compensate by increasing the length of the deltoid so that…
unf replies :poly136: tim: :P achmed: haha, i srsly want to right now. kinda makin me crazy wanting to do all the chars at one time :3 irtehchicken: ty :) dkk: haha, still tweaking. keeps buggin me out how it looks kinda alright from one angle then really weird from another >_< enodmi: cheers ^^ man_o_mule: ta :)…
Should be ok for a base mesh. It's probably a tad more dense than I'd usually start with, but by no means bad. Regular quads are good. I'd maybe remove a couple of loops from the lower part of the coat because the quads there are rectangular, if they were taller it'd be more even. I don't know if you need that many polys…
Making the program run more smoothly: Use layers/different objects/masks to make sure anything you're not working directly on is hidden and not slowing stuff down. I generate the normalmap in whatever I feel like - ZMapper makes sense for organic meshes from ZBrush, xNormal if you're bringing stuff in from many programs…
Arc Productions, a Canadian based CG animation and visual effects facility located in downtown Toronto is looking for Effects Artists to join our team. With over 250 artists and technical directors and the most up to date resources available, we bring the vision to both major Hollywood studios and independent producers to…