Hey all, Have been working on a model of this cartoony character in Maya for a short while but am kinda stumped on the 'blobby' head area, since I'm trying to keep it pretty low poly. I figured I'd try to model a bunch of spheres around a spherical object to get that lumpiness but its not looking as good as I'd hoped.…
Fancy Turnip is offering a 3-month Summer Art Internship. Applicants must be local to the Los Angeles area, this is an in-house internship. Responsibilities: Model and Texture 3D Character and Environments from Concept Art provided by us 2D Painted textures for geometry in a cartoony style Import geometry and…
Hey all, I thought I would have a go at the shelf prop. It was a good excuse to work on my MAX to Zbrush pipeline and learn a bit more zbrush stuff while I'm at it. I've really enjoyed it so far. I decided to push the shapes and distort things for a more cartoony feel. I was hoping to take this into Substance Painter but I…
An update of the current progress. I took the wood texture from a greyscale wood material from substance designer and painted it on the model with Mudbox so I could make it seamless. In substance designer I blended it with a color. You can view the current model in marmoset viewer with textures on my artstation page. To…
Nice and clean for a first, congratulations! What I notice is the scale/proportion of the textures is a bit off. The walls and windows seem to have about the right (wood) scale, the roof and the porch seem too large. So you would have to scale up the Uvs to make them smaller again, or work on the actual texture. And the…
@Southpaw Sid Thanks for the feedback. It is interesting because I have gotten a lot of different feedback from a lot of different sources as to what style they do or don't like. Some agree with you and want a more realistic look, others want a more cartoony look (the ice snake really appealed to them); so I am trying to…
I think you're having the same problem again that you did previously - what Ghostscape said. your props aren't quite matching up with one another, a few are cartoony, one is realistic-ish, and they don't really resonate. With your next update, I think you should post your references along with the things you're working on,…
Hi belkun, thanks very much for your comment - it was exactly the sort of thing I was looking for! I will definitely work on the fish blade's design, I see what you mean about it looking cartoony. I'll try and rework that one. As for the Drow set, thanks so much for that info. I guess it's so easy to just draw a hero…
For calling yourself a character artist, you don't have any finished characters, just a bunch of polypainted sculpts. You'll be a better and more hireable artist if you show you know how to take a character down to game-res and fully textured and presented in a game engine. My advice is to retopo these characters and…
I think what would help with the horns is how they attach to the head. people are seeing them as hair because they seem to taper at the base, when horns usually get wider and have an edge where the skin meets the horns. you might want to reconsider the design of them. either have 3 horns with a bit of space between them,…