Edit: Happy new year everyone! Hello artits Some time ago I created a thread asking for critique on my works, which can be seen here: http://polycount.com/discussion/162142/need-professional-hard-surface-modelers-tips-please#latest I had amazing feedback, some told me to go for harder models, to better hone my skills. I am…
Hello!! I am currently working on a uni project where I make a hero asset in a scene. I'm making a crashed spaceship in a cave with a dead astronaut. Here's my references so far: Here's my current composition (green represents the astronauts location and purple represents the spaceships location): Here's my astronaut so…
Hey guys just wanna know what you guys think of my Space engy/hazmat any tips on drawing hands and possibly fixing things up a bit would be nice as well :)
Hi eveyone, Would love some feedback on my current WIP models. I've been modeling on and off for about 8 years and I wouldnt even consider myself a novice to be honest. Trying to have a real serious continuous crack at it (as In move onto something else after this). Im currently making an outfit for Fallout 4, The outfit…
Here we have the beast mount! Highpoly sculpt on Zbrush. I make timelapses about the whole sculpting process in Zbrush so you can se them guys in my youtube channel, thanks for watching! LAST WIP FINISHED: [ame]https://www.youtube.com/watch?v=wqdnCIsad5s[/ame] All old WIPS here: WIP 01: [ame]…
Yeah UV seams are a common problem with displacement systems. One solution would be to model the low-resolution surface to include a lip, keeping the UVs continuous from the top to the underside of the lip. Then without a UV seam, there should be no displacement cracks.
Hey, throughout this thread I will be updating post with the work I've been doing on the skins I am designing for the CS:GO Weapons Finish Contest. Please Stay tuned for some major RIP Skins.
Hi everyone, I'm new here, starting a project on a game character, this is my concepts and colour pallet so far, any tips, and feedback would be well appreciated. Thanks.