Hi everyone! We're Estudio Antropo (ANTROPO LLC) based in San Francisco, California. Currently, we are developing CARTONEROS game. It is a video + board game hybrid, that is played like a traditional board game, but with digital content. We are looking for a texture artist who will be texturing the models of the basic set…
Hi guys I'm beginning to do a personal project on creating a 3d character. This will be one of my first attempts in forever in making a 3D character that's not Pixar like or Cartoony. I'll be constantly updating this post and hopefully be dishing out characters frequently. At the moment I have my base mesh modelling in…
This image is my final low poly killer mech design rendered in Maya. I started out with using the curve tube brushed in Zbrush when I was working out the design. This next image is of a viking that I created with Zbrush in an attempt to capture the general realistic style of Assasin's Creed. This image is of a character…
Hello Polycount! Few months ago I had posted a "Baby Xenomorph" sculpt I had made basing myself on a great concept art by Vũ ThẮng Văn. This was the result: I was already planning to bring the sculpt into the next stages, in oder to turn it into an animated real-time character, which means that I also want to rig it and…
I've been wanting to do a slightly more stylized environment than I normally do and practice with a hand-painted style, so I started making this scene, Beast's Room (inspired from Beauty and the Beast). I'm making the environment my own, but still using some general elements like mood and some architecture concepts from…
Generally you'd block out the whole scene with some simple primitives before you start making the detailed assets. This is the most common approach as you can establish proportions early and get a better overview of what unique assets you'll need. Otherwise you might find that you finish all the assets and the scene you…
You should embed the vimeo file into your website, also it is private and therefore I can't view it. I like most of what you have, it's nice that you have a lot of people/civilian like characters as that is probably what you'd be modeling as a Junior artist. I'd suggest a male character who is a bit more beefy where you…
Barrel - All maps Barrel - Bump Map Hi @gc3d I smoothed out the metal bands on the bump map making them smooth unlike before. Hi @WallStaringCat I wanted to try and make the barrel look new at first which is why I didn't add anything to show wear and tear. Adding some grunge makes it look used and more realistic unlike the…
@SouthpawSid: Thanks for the feedback! I wanted to spend more polys on it but I was making it for a platformer (where 809 might still be a little overkill :P) I wouldn't mind going back in and might a higher poly version though. A friend of mine tells me it looks a bit Borderlands-ish in style. It is a bit my fault, I was…
Getting there... It might just be a matter of personal preference at this point. The contrast in the line-y detailing of the wrinkles, fur, and straps makes it busy for me. The wrinkles also don't really hang as I would expect them to- is there any particular reference you're using? Some other things I tried to do in the…