hey still posting I see frosty. Well I remember you from waaaay back and you certainly have improved in terms of detail and general texture work from what I remember. However as others have said it looks to me like you didn't really think out what you wanted to do with it (unless a grey version of a basic unreal type…
Some other folks have mentioned this but I'll toss my cents in all the same. As someone that goes through dozens of portfolios every week I'll say that having almost nothing but fan art is going to hurt you some. A well rounded character artist can come up with creative stuff on their own. Try some original concepts.…
Hi, This Realtime character is entirely made by me based of the concept art of ZHENG HUANG. It tool men 39 days to complete this character. This was my personal project so that's why it took so long. I have learned so many things in the making process of this character. It took many back and forth tweakings that took most…
Hey, Polycount! can finally share with you my latest collab project, Lo'Gosh, in which I had the pleasure to work on with two talented Brazilian friends. More info and images: https://www.artstation.com/artwork/OyZP5e "Lo'Gosh" fanart is a cinematic asset, inspired by the World of Warcraft Lo'Gosh character. It was…
Hi polycounters, It's been years since i first post here and to be honest i'm a bit afraid of the polycount community because it's so big ^^. Anyway i'm here because i heard it's the place to be if you want to share wips and well get better so. This is my new personnal work, a mix between two of the most iconic character…
Here is video where i try to explain the issue. 1. Imported model with UV-s 2. Trying to paint with particle brush but has heavy lag and many particles stay in mid of air. * Model was sculpted in Zbrush * UV-s were done in Unfold 3D (Using UDIM-s) * Basic textures were done in Mari but are not imported to substance I…
This is a project I started a month back and managed to finish in between other projects. It's definitely not perfect. There are plenty of places I could potentially improve, but I'll save that for my next project. The head was hand sculpted in zbrush and used xyz maps for the pores. Texturing of the head was done inside…
Ok, so a bit of an update I'm going to be focusing on the chair. I've tried to implement some changes based on the feedback you have provided which has been a great help, Thank you. As Marco mentioned the legs were far too skinny so I've changed the design on the legs so hopefully, they look structurally stable now.…
Marmoset Toolbag contains excellent functionality for quickly producing renders of 3D props, characters, and small scenes/dioramas. It is my go-to for both prototyping and high quality render output. When it comes to 3D environments, in my experience it is always better to use a game engine like UE4. Toolbag lacks in asset…
Antaria Onlie - Antaria Hey guys, just want to share some eye-candy look assets we made for Antaria Online - a MMORPG that heavily influenced by Super Mairo DS and Bravely Default. All are lightweight assets, suitable for very low spec machines and cross platform but still looking so sweet❣️ Client: Antaria Game Title:…