These are just my two cents from the perspective of a stylistic prop artist, but hopefully some of my words might help a little! As others have suggested in this thread, in regard to not having experience, you could always try your hand at freelancing/commission work for indie devs. While they may not be able to provide a…
Alersteam Studio is looking for freelance artists to work on sci-fi western action RPG game in realistic visual style. Vacancies: 1. 2d-illustrator (drawn cinematic intro movie). Requires stylish art and skill of drawing characters in motion, dynamic poses. 2. 3d-organic (plants). Requires sculpting, modeling and texturing…
Vira is an exclusive character I made for "I From Japan", I really liked working with them on this new character, I think it's always a long but wonderful job to create and bring a new hero to life, that's where you're the most creative and feels everything is possible =D I made her with : - Mischief ; Rough concept arts…
Awesome thread! Let's go hardsurface model love haha! Swiftloop is on Shift -S for me. If there's one thing I'd call critical this would be it. Also like codefather says, part of it comes down to good workflow with blockouts. I never Zbrush stuff, or retopologise, but I tend to construct it from the ground up in a way that…
sorry for late reply , but is this really true ? i mean i never saw 1 single job that says " junior character artist " also all the great character artists i see in artstation have like at least +3 years of experience in industry doing props , hardsurface etc ..
You need to solve one problem at a time. You are making clean, hardsurface models. Meaning that you cannot hide anything behind rust or random detail. It means that you need maximum accuracy between what you do in 3d, and what you are exporting/seeing in your game engine. - First off, the normals generated by Max using RTT…
Sorry, but how is that relevant even in the slightest? Do you disagree for moralistic reasons? What if you were tasked to model a carved up body? would you just spray it with random brushes and paste some refs of uncooked steak because nobody will know any better? Or would you research the actual anatomy of a human and…
Hey there! First of all, congratulations on 2.0 release! The additions to the Suite are truly monumental and the performance is incredible! Unfortunately, I'm still having huge trouble with the most troublesome area from 1.8, though. Specifically, getting proper curvature out of hard-edged lowpoly objects with UV seams on…
For character work, what I think our guys do is take the lowest subdivision level, unwrap it max or maya, and bring it back into zbrush. Then they switch to higher subd levels and use project to conform it to the high-res shape. It looks the same as the sculpt now, but has UVs! Or they use a decimated mesh. PTEX is a…
1 - The key is to clearly separate design tasks from execution tasks. Any workflow that does not take this difference into account is bound to be inefficient. 2 - You *should* get into sculpting, but not with the hope of producing "clay" hardsurface models that can compare to traditionally modeled hard surface models,…