Looks good man. It has some distinct look, you kind of mixed the high-tech look, with the rustic look. it gives it a strange style, but I like it, It's different. My only critics are the folow. You could have worked on the low poly mesh a little bit more, there's many loops in there that I would have definitely removed for…
Hello! I am a character 3D artist and I've worked on different projects both indie and some unannounced titles of Ubisoft, Sony and Qualcomm. I have experience making stylized and realistic characters and creatures, outfits/armours, hair, props for games and short videos and 3D printing. I have knowledge of making basic…
Again thanks for the reply :) If I was making this for a game I'd probably do what you do from projection mapping but as this hasn't really got much more of an end goal as it does to stick in an assets folder awaiting to be used one day I was hoping to have a low poly like yours and a high poly, it's when I'm converting to…
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Edit: As of June 29th, 2016, this thread will no longer be updated with new art. I will be rehosting its contents outside the site (to be determined at a later date). ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Next month will mark 1 year since I made the first major push into stylized art and…
One advice I'd like to share is that once you have a 3D character that demonstrates process and technical details such as high -> low, UV mapping, texturing and presentation, for future models I would focus on making detailed high res sculpts that show anatomy and also include creatures and hard surface characters. The…
I know i know =) This is Bi-monthly challenge ended but i work on it yet xd . This is realy good for me, i learned and up many thing on practice what i knew only theoretic. But ... i setuped deadline for myself - middle June hehe. It's time to finish =)
I didn't expect this thread to get the google index ratio it got. So hi! After 4 years, I also think I can come back and chime in for the loads of people who stumble upon this. Thanks, Iris, for sharing your view, although I respectfully disagree with it, wholeheartedly. While I did not go to FZD because I didn't have the…
Hi everyone, I'm a beginner in the field of creating game-ready weapons, and I know there are many others like me trying to figure out the right and efficient workflow for making weapons suitable for use in engines like Unity or Unreal. As you know, creating a game-ready asset involves several steps — modeling (High \…
No I was talking about the current ones. Don't know about what they will come up with. We will see but I have some doubts about their speed as the current ones gets nowhere close to the high end of the 20 series and workstation cards. It would be also a surprise if their raytracing implementation would "just work" with rtx…
Thanks for the feedback, gillmeister! I think those gears / belts would stand out more if there was a greater contrast between them and metal behind them. I could have achieved this by adding more dirt to that area, and maybe adjusting the color of the belt itself, to make those pieces pop more. There are many things I…