https://www.artstation.com/artwork/oJvbBw Yo yo, my studio's game Ambrosia Sky was released yesterday on Nov 10th! I was the enviro artist on the game. I did most of the kits, props, textures, level art and lighting. We had a few other talented artists contract with us for key moments in production. The game itself is a…
My idea was to make handle and nozzle into one soft curve. Overall style would be more "toony", I really liked the shape so I took it as reference and was planning to do texturing in another style. I've made straight one just for test, which one is better you think?
Thanks poopipe. Chat tells me it has true vector brushes which can be set to curve deform or distribute images randomly like some old 2d vector soft . I am so tired of Designer curves system that almost impossible to control and Painter indexed square stumps blurry brushes. is it true ? Chat hallucinates a lot again with…
Congrats on finishing your piece @Vastra ! While the visuals are not very 2025, there's a cohesion in the look that reminds me of PS3 graphics and it somehow works for me. I feel you could add geometry to the walls to attempt the "room carved into rock" look the concept has. I can see you tried something like that with the…
Here some characters I worked on for BR2 model by Juan Martinez model by Jesse Sosa initial model and texture: Juan Martinez final model and texutre: me initial model: Juan Martinez model by Jesse Sosa model by Jesse Sosa model by Jesse Sosa
It’s ok to add non-standard physiology to characters, sometimes it can really make your work stand out. However in this case it’s not great for a portfolio piece. The stump itself looks bland, just a soft rounded end, compared to a full arm with a hand and presumably also leveraging tattoos and gauntlets or bracelets or…
hi i just got a fucking job in vfx industry, with one of the biggest companies here in czech republic. i wanna thank polycount for being awesome motherfucking community and everyone that keeps posting inspiring shit that makes my brain cum. this year i was gonna go to university, but it seems like i won't be doing it.…
Two Listen thanks for your comment . it's really that way . Mostly a waste of time and nowhere close to replace people here. As of 30 min Photoshop work it's sort of shows itself in many car games . Manually painted skid-marks , totally out of physics context when wheels gets different pressure, diffrent side of contact…
MODO | Soft
Body Goal Map This video is a quick look at the power of goal maps in
MODO. When working with Soft Body Dynamics in MODO, a 'Goal Map' is a Vertex
Map that controls how much the soft body mesh retains its initial shape. http://www.pixelfondue.com/blog/2017/5/2/modo-soft-body-goal-map