To add to the good advice jose.fuentes and wirrexx have provided: It's often helpful to block out the basic shapes to dimension, add the support loops to the primary feature(s) then adjust the segment count on the secondary features to match the segment count on the primary features. Blocking out the basic shapes will also…
so i am 21 right now i am studying a game art and design course that basically lasts for one year and i have no clue what they are gonna be teaching me but i have little experience in maya and still developing my 2D art , what i am worried about is that after reading and seeing all the videos or notes about people talking…
The first thing I thought before reading any of the text was 'hey...this doesn't look very deus exy'. After looking at the concept and comparing it to what you have, I'm still thinking the same thing. It is one thing to add your own spin to something, but it still has to fit the general aesthetic and fit into the universe.…
Hey all! Is anyone planning to take part in Pwnisher’s new DRÆM SEQUENCE challenge? It kicks off Saturday 31st Jan at 5pm (2026). I’m probably being a bit delusional, but I think I’ll give it a go even though I have zero time. And I will try my best to get my students to take part. :) Here is the challenge page…
spiderDude: thanksDude! nightFlarer: hmm, it's actually a photo-based skin texture, the lighting and layer fx in photoshop might be washing it out though... prototyp3: Haha, yeah those were a problem area for me, trying to keep the but defined and sexified while still looking "real" and not having fold lines that make it…
Hello! I have been working on this for a bit now, but I forgot to keep it updated here on Polycount. This is my Nightcrawler Marvel Rivals Fanart based on the concept by @ishaliart (Her and my artstation are linked below where you can see the progress there). This version of Nightcrawler is intended to be a Strategist…
Hey everyone. =) Final WIP update before final renders, closing in on the finish line! The scene is now in its polish phase. I’ve refined the layout, filled out the spaces with props, tightened up materials, and brought the lighting close to its final pass. I’ve also been texturing several key assets in Substance Painter.…
MODO | Modeling an All-Quad Internal Hex Shape There are several ways to model an all-quad internal hex
shape in a subd mesh and I thought I'd use this video to showcase some of the powerful
modeling tools in MODO that make light work of this modeling task.…