It looks like you have some nice 3D fundamentals - I think you have what it takes to get into the industry as a character artist. Your best focus right now based on your portfolio is life drawing and studying anatomy - dive into that headfirst. If you don't really draw, then sculpt the human form from photo reference, and…
Brilliant. Friggin' FBX Viewer, and others, weren't showing the blend shape animations on playback. However, the file sizes were different when toggling Blend Shapes only for Maya export. Imported into Unity and presto, it worked. I've been here before in this most frustrating blend shape saga so thank you for the clue!
Hi! I’m Bianca, a 3D artist and designer with experience in game development and product design, currently looking for new opportunities (freelance or full-time). I specialize in 3D modeling and texturing using Blender, ZBrush, and Substance Painter, and I also have experience with Unity. I’ve worked on game assets…
Does anyone have any resources on how edge loops should look when smoothened? I always see these kind of weird edge loops when doing SubD modeling, but I'm not sure if it's supposed to look like that, so where can I learn what topology is normal when doing SubD? edit: Here is another image of the model from the front,…
If you wanna see the full project please check out my ArtStation Hi guys! super glad to bring you fresh art over here. After some time I have left this guy in the Done zone, without the courage to publish it just for fear but I think is time to show you this cute little guy who was developed fully in Blender. His name is…
Yep...pretty devastated. It's not too bad. I can distinguish red flowers in bushes, even if the reds are more desaturated but apparently I can't pass the color test and I have a red-green deficiency. I never would have thought this was the case for me... I do have a driver's license so it's not severe but I don't want this…
I sometimes encounter an issue with deformed textures and losing details in some regions of my models, like normals or edge highlights, after importing my assets to Unreal. The reason being is that Unreal rounds up UV coordinate numbers, unless full precision UVs are enabled for static mesh: Here are some examples. Left is…
well, I can think of two big things to comment on; 1. does the katana have distal taper? Many 3D artists model swords as if they were cut from a flat sheet of metal; you want distal taper. 2. Is the cross-section of the katana grip oval or perfectly round? You want an oval cross-section for edge alignment. other than that…