Hey there, Want to bring your original character (OC) or fursona to life in VRChat? I specialize in creating custom furry avatars and 3D VRChat models based on your character design or reference images — crafted entirely from scratch and ready to use in VRChat or other virtual platforms. Whether it’s a furry, anthro,…
I'd say the eyes are too far back, or perhaps the forehead/bridge of nose is too far forward. In the Dead or Alive character above, the inner corner of her eye approximately lines up moving straight down the face with the outer corner of her nose. In your model, this proportion is quite distant. From the front, the shadows…
Hey jonas-144 the scene looks really cool and is taking off very well and I like where you're going with this but there are a couple of things I'm noticing right off the bat that can be some fairly quick fixes for you and will really take your project to another level. I've been to areas like this in Sicily and Italy in…
Hi! I’m Bianca, a 3D artist and designer with experience in game development and product design, currently looking for new opportunities (freelance or full-time). I specialize in 3D modeling and texturing using Blender, ZBrush, and Substance Painter, and I also have experience with Unity. I’ve worked on game assets…
its not bad, but its also not great. a bit boring overal as its just a chamfered box with pretty simple texturing right now. there are a few things you could do to improve it directly. for one, i would drop the dirt noise/grunge map and make that dirt by hand, atm its everywhere and almost distributed the same way. think…
Looking good! Just a couple of things that jump out at me at first glance. - In profile view, bring in the upper lip. Right now her mouth is making a convex shape whereas in the reference, it's considerably more straight. - Bring down the eyes a smidge. The top of her eyelids are in line with the very top dip on her nose…
Yeah, that “camera replacement” feeling is very real. A lot of the work ends up being about compensating for capture problems rather than creating anything new.In theory scanning should reduce manual work, but in practice it just shifts the problem. Instead of sculpting or painting, we spend time fixing lighting,…
Decent start. Mouth should be wider. Upper eye curve should slope a little longer towards the outside. Philtrum ridges should be softened a tad bit. Nose bridge should be softer on the ridge, not as sharp. Bottom Eye bag should have a more sharply pronounced wrinkle. Yours is smooth. CDPR's is sharper. Remember,…
Hi guys. Loving your excellent render program and I cannot wait for Toolbag 3 to drop (I have some wishlist on what might be the new features) However, is there a way for me to get an identical look that I am having when I preview my working textures using Quixel 3Do. Most of the time I got the Albedo, Gloss, Spec values…