A generic head I'm working on for a series of "create a player" style heads. designed to be swappable with different hairstyles and colours. Let me know what you think sofar! Although, there's probably not much to comment on at this point. Also if anyone knows of any good eyeball modeling/shader tutorials, im all ears.
Had a productive weekend: These are done as level props and will have to be re-worked once they're thrown in the engine (HL2) to comply with the physics engine. Was really fun to make 'em.
Hi all. i'am a newbie artist and hoping to work as a character artist one day, but i realise tht i never get to create a full body human before. So i give it a shot and thought of share what i've been workin past few days for any kind of crits, feedback, and suggestion. here's early WIP. based on this man's face. il update…
Hi! I wanted to get some critique on my recent scene which is made using Maya, Substance, and Unreal. I made this scene for realtime purposes, for games. I am new to polycount so I started with a finished scene. Please let me know what do you think. Cheers! Artstation Link: https://www.artstation.com/artwork/xzR0KR
Helloo polycounters, Here's my latest character piece that I 've been working on in and out lately. Don't feel like doing any more changes as I kinda grew tired of it. Face based on a Korean child actress. Realtime renders in Marmoset. HighRes Clay renders: Cheers!
The only issue is from the side, the head is really too flat. The front of the face works well enough for an Asian character, but the back of the head is missing some volume. The hair should be bulkier in the back to allow some visual space for the skull. Beyond that it's cool.
Hi everyone ! i'm doing my first UDK scene for my portfolio so i'm would like some return for my wip^^ i'm not good in concept so i use one of Wang Rui. I just finished the first week of work in it, i already do all the modeling except the foliage, and the center tree, i'm currently working on the final shading and i'll…