Your miniature work here is exceptionally good. In the future I may or may not have some work providing we can A get along and B based on rates / work ethic
Well done so far. I haven't read what others posted so forgive me if I repeat. The last image in the thread, the back of the sculpt is ballooned out, there is no rib cage. It's the stuff you don't see in the ref pic so I reckon you don't know. Anatomy will solve these mistakes so get to know it. Your back bulges to the top…
Hey guys. I am doing my FYP at the moment for University. The overall aim of the project is to recreate 3 high-poly characters into next-gen handheld characters. I am aiming to use the characters with iOS, on the iPad and iPhone. I hope to rig the characters and get some example animations working. And then touch wood get…
I've always wanted to learn how to draw and I've tried to get into it several times but I end up getting frustrated because I'm so shit at it. :poly118: Do you guys think it would be beneficial to learn how to draw vs just doing more portfolio stuff? I'm doing plenty of 3d art at work, but none of it is next gen hard…
Hi! Assuming that first screenshot is a height map, I would expect it looking like that, as it captures the the difference between lowpoly and highpoly mesh. The distance to the highpoly will be larger at the center of a face, hence the facetted/ lowpoly appearance. Applying the height map, you would then need to choose…
@Phil.. I think Eathquake was meaning the actual model was borked ...it was a bad mesh, mis-aligned geometry... i re-done it and will take what you said in account at textures, where i get to ruff it up anyways. Is that a soft bit of plastic then, the eye piece, could chip at it in zbrush perhaps... i might do the cheek…
here's some slow progress. (I'm reading through the "how u model dem shapes" thread on this site for some pointers) Here's the wires should I have done those screws/bolts as floating geo or modelled them in? My next things to do: 1. Block out the rails on the upper receiver 2. Create the charging handle/ forward assist 3.…
Modelling software: Blender Rendering software: Unreal Use case: Real-time render modelling portfolio I'm trying to figure out the best way to get good normals on a backpack object, with its various thin looping straps. My high poly modelling uses straps with thickness, and I presumed that they ought to be made into planes…
This is good work. I have a few pointers that could help to push it but not much time to elaborate, so here's a paintover. Basically you could take some mass off his face and make a few things droopier. People tend to noticeably lose mass on the temples and forehead, the jaw also retracts a bit because you lose bone mass…
Oh sorry all, I didn't know we were suppose to post the name of the Company we were doing the art test for (it was on the picture). I did the clock for Red Jade (www.RedJade.com) as an art test, they are a Canadian based company that hires freelance artists to work on models and what not (like Liquid Development). Sorry…