Use reference and remember landmarks to more accurately create forms and find balanced proportions. Balance your perspective so your anatomy will looks accurate. Your proportions need to follow the basic rules of perspective for an angle like the one you're using. It frames the muscular composition. Green A & B are nice…
Very niche. Not this much needed, so not this much trained models for this goal around. Maybe this weight here: https://civitai.com/models/18022/earth-satellite-image-map-generator-mix There is also a heightmap generator: https://civitai.com/models/16826/game-landscape-heightmap-genrator But that was basically it so…
That is very common with telephoto zooms, just because it has a lot of reach doesn't actually mean it has a lot of range. Now, if you think of a common super-zoom lens like a 18-200mm lens, that has over 10x zoom. Actually, your sample photo is a pretty good example of what would commonly be considered poor bokeh.…
Hey all, I am looking into games that look original, for example Samurai 2 vengeance with the handpainted punchy graphics http://www.madfingergames.com/g_samurai2.html or the silhouette look of Feist http://www.playfeist.net/ It doesn't whether the games are next-gen or games for handheld, any other good examples of…
I would like to share our animatic done by our amazing concept artists Valen Kua and Nanxi Ong: https://www.youtube.com/watch?v=8JXgxgZlwa0 Here are some shots that I assembled the character rigs and animation done by my teammates and I have also added in some basic lighting in Unreal Engine just for the feel and vibe.…
To add to what fabiG says. Modding is a brilliant way to get started. Something as simple as reskinning assets or building maps for a game you play is a really good introduction to how game development works and you get that dopamine hit from seeing your thing running around on screen pretty rapidly. Keeping scope small at…
Also I posted this awhile back for someone on CGTalk I think, about how to create volumetric nebula fx in Max. Super-simple example, but could be easily extended into some nicer fx. Max file... http://www.ericchadwick.com/examples/images/volumelight_nebula.max (ditch the stars though, I used a procedural that doesn't scale…
Hi! Overall the scene has a nice mood :+1: On second look, some notes: * Did you work off references and/ or concept? Would share those too, for context. * Proportions look a bit unbalanced to me. For example the beams holding the roof look massive in comparison to other elements, making it look very top heavy. The…
that's cool... i'm not really looking for examples of tiling textures... but more a list of textures to make for people. i've already made *(for example)* Corrugated Metal Particle Board Wood Planks... as part of my project to provide resources to env artists/level builders/designers my deal is that I miss the way shit…
Depends. Often it's best to refine the topology to match the flow of the silhouettes. If the model deforms at all, for example a floppy hat with ragdoll constraints, then topology flow really matters, it's helpful to have good edge flow wherever it bends. More on the wiki…