Hello to my fellow polycounters! I’ve been working on a character in the evenings after my day-job, in hopes of pushing my portfolio forwards. In the past I’ve either had a fairly generalist portfolio, or the chosen designs were not visually strong. I’ve reflected a lot lately, and decided to push forwards with a stylized…
Here's a WIP character that I'm currently working on. Thought I'd put up a thread to get some feedback as I go into details, retopo, and textures. Right now I have the concept and a base sculpt. Again, any input would be great. I'm hoping this thread will encourage me to keep working on the character instead of putting it…
I'm currently making this female character for my groups game project. At the moment this is the basic outfit design and style for her. The hair is currently a place holder to indicate the style, will be working on using hair cards. Going to keep this thread updated to keep track of this character progress and any…
youre poses and characte's silhouettes do not vary that much... i think that what hes trying to say the samurai is your strongest character since its silhouette and pose are strong and the concept is unique the worker has a somewhat closed pose not so easy to read... the anatomy guys pose looks stiff and a bit off balance,…
Agree with David, it is too long and the turnarounds are too slow. May I suggest just do a 180 with out the wireframe and then another 180 with the wire frame then you will not be on the turnaround so long. I also agree about the wings, they are not doing anything for me either and I also do not like how they are just…
Ok. This isn't a jibe against Polycount forum, this place is full of amazing artists but I think its important to filter some of the critique on this particular character model to what is relevant to the brief. As someone who is also on this module at the moment I have seen the brief and many of the artists here haven't.…
"Warrior" is a modeling practice aimed at enhancing my hard surface skills in creating tactical clothing and gear, as well as improving my texturing abilities. I thoroughly enjoyed modeling this realistic 3D character and learned a great deal throughout the process, particularly while using Substance 3D Painter.…
When texturing a character is it better to bring the entire character with clothing and all the parts into substance painter together and simply have the different materials split into different udims, or should I be making different materials for the different pieces (example: skin, boots, eyes)
I'm a 3D artist for games with 6 years of experience. The last 4 as the character artist. Looking for freelance/remote/contract or part/full-time employment. I have experience with realistic and stylized characters, hard surface for weapons and props, handpainted and PBR textures. I also know how to rig a character [but…
Character Rigger High profile video games studio based in Los Angeles, CA is in need of an experienced Character Rigger. Must have experience with Maya and Mel. Knowledge of 3DS Max would be great. Must have at least 2-3yrs experience working on the PSP, PS3 and or the Xbox 360. If youre interested in hearing more about…