Position Information Title - 3DS Max Character Artist Type - contract position Starts - Immediately Duration - approximately 4 weeks, with strong opportunities for future contracts Time Commitment - 30-40 hours preferred. Compensation - competitive, depending on experience Software Required - 3DS Max, Adobe Photoshop About…
Position Information Title - Environment Material/Texture Artist Type - contract position Starts - immediately Duration - 6+ Months, with opportunities for future contracts. To begin on this project, we require a minimum of 30 hours per week of availability. Compensation - competitive, depending on experience About This…
You must understand. I am not asking for a 1 size fits all. I am simply asking what processes are common amongst experience people. Everyone has a different style. I get that. I get there is a difference between people who draw adventure time vs oil painters who can make their paintings look like refined photographs. but…
Keep in mind that even when the concept has different views it was still done by a person freehanding it on a 2D space. Mistakes will be made, some features won't be shaped correctly to produce the silhouette or depth seen from different views. Try to identify the key features responsible for the design distinctiveness and…
Hey Bkost you got a great start on this character! Some things I noticed that I think you should check up on. I think the folds on the leather pants make the leather seem really thin, but if he is a warrior he probably have thicker leather that would create more silhouette changes and heavier creases. Even in the concept…
Hey, glad to help :) All of your interface windows can be summoned somewhere from the Window menu. In this case, Window > Outliner will create a floating Outliner. If you want a docked Outliner then you can choose the quick layout buttons on the left tool bar. You can right click on any of the layout buttons to change the…
When I have to use Maya for modelling rather than Silo I try to set up hotkeys to make it as Silo-like as possible. My basic toolkit is as follows (all hotkeyed) : extrude Slide edge merge vertice tool (aka target weld) collapse edge select edge ring (select edge loop is built-in already to double left click) split ring…
Hi everyone, Cheers for the replies, Spending a wee bit more time on it and come up with the following workflow. Using bridge you can import export a shared keywords list which means that with a massive texture collection you can break down your keywords for specific projects but still have a general tag set too. Handy I'm…
his upper body should rotate with the arms. if you got your right arm to the front and the left to the back, the upper body should form more of a diagonal line between the two, meaning it's right side should point slightly forward, at least when running at this speed. the same applies to the hips, but in the opposite…
@Muzz: Thanks man! @Yourname942: Well he went through a series of revisions. Lots of starter concepts and regular feedback are key to beating that, 'what should I draw' uncertainty. The character was one of a couple of critters, another being a rib cage full of eyeballs and arms, and another which was a series of Dali-esk…