Hey, cool to see you sticking with this. I think you need to step back though and rework this a bit more. Your subdivisions/poly density is too high and I can see you've added details, like the eyebrows, before having solid primary forms in place. Drop the subdivisions waaaay down and try making big edits like getting the…
Hey y'all, I have finally published my work but still feel like it could use some more iterations before I let it go. I'll post some images below: In this project, I also created With artwork lended to me by a friend, I also made an alternative skin: The plan is to gather feedback and re-render all of the shots in marmoset…
Loving this but I believe the muddy colors get in the way. Don't make skin just darker brown in the shadows - it moves towards red due to subsurface scattering. Most shadows on skin are slightly glowing red and there is a clear red subsurface band along the shadow terminator. You can research but let me know if you'd like…
I have spend the last week working on my first environment scene. It was a lot of fun and i got to try quite a few things i have never done before. Although im not happy with the end result it was good practice and I feel like I now know quite a few things that i will do differently next time I do something similar. This…
Hi everyone, I wanted to introduce myself and also share a project I’m currently working on. I’m Dan , a self-taught hard surface 3D artist, and over time I’ve mainly focused on modeling props for games. Most of my experience comes from the more traditional low poly / high poly / bake workflow, especially for smaller…
Hi I would like to share about a hero asset I have created for my Uni's game project. Im responsible for making a Hand Held Lantern that is in a horror game and here is my showcase These are my reference and direction of the lantern i wanna create Here is the Lantern I made https://www.artstation.com/artwork/nJnkY9 Here is…
Looking great so far. Though I'm thinking the legs should probably not be so well-defined and muscled, compared to the style of the concept. They look a bit more like older-guy runner's legs, lean and tightly-defined.
One thing that catches my eye is all the stonework seems to be quarried from different places. But I'm remembering a visit to Orvieto, and how nearly all the stonework was quarried locally, so it gave the town a very cohesive look. The original concept has a similar vibe for the stonework, it feels like it's all in the…
Hello there! I'm a new poster here but a long time polycount peruser. I got my BA in fine arts a few years back but started messing with 3D in November of last year (so I have a LOT to learn in that department.) Started with blender, which I loved, but I knew I needed to transition to zbrush and maya at some point. That…
I am trying to create a stylized tree with a leaf system like this video https://streamable.com/hl6kx6 however I can quite get there yet. These are my two attempts. Any tips?