Hello internet friends. Over the past couple months I've been learning various 3D software for creating environment assets. I've already been creating props for a while now but am transitioning to creating environments and using UE5. While learning these software I've been creating a bunch of random vegetation props and…
Hi!! My name is Jon Berezan and I am an artist out of Vancouver, Canada. I am currently looking for new opportunities in the field of environment art/props. I have 1.5 years experience working in games, and currently finishing up an unannounced indie (professional) project as an environment/prop artist. My program skills…
There's a marked improvement in the top of the skull, hair volume and temples! The hairline might be tad too low but I think you got plenty room to adjust it later. I'm not so sure about the glabella-brow area, and the lips volume and sharpness though it's not your fault, I have a hard time reading this type of matcap when…
IMO Blender hands down. The 2.4x and 2.5x releases of it are really good, and it has overcome most of the shortcomings of the past. It does everything. Modeling Compositing Rendering Baking Animation Particles Sculpting (not the best, but it's improving by leaps and bounds) Python scripting etc... Modeling especially is…
It's because humans weren't built to perceive from memory. We can recreate the world around us with an astute and profound accuracy if it's staring us in the face, but ask someone to draw a tree, and unless they keep it basic it will come out looking wonky. I think you're expecting yourself to crank out models that compare…
In which industry? Because currently it looks like you are shooting for the arch vis industry. Which if that's the case YF_Sticks is right on track. Needs maybe one or two more environments and some really nice close ups of some interesting props. Major thing to look into is that the folds and material treatment looks…
I made a few adjustments to the brow and nose in Character Creator, then I brought the model into Blender to shape the eye socket and nose a little bit more, importing as a morph slider: My next step is to use either Blender or ZBrush to add more tree-dryad-like details to the dancer and then create a more stylized…
I've got started on the blockout, and started piecing together how i'd like the diorama to go formed. Not everything has been blocked in just yet. I don't expect too much feedback, as not much can really be given. I still have the headstones to block in, and to complete the dead trees (which i've started on.) The walls,…
I don't post often, but I'd like to have a go at tracking my progress while creating an environment. I've been considering a Mushroom/Coral forest scene for quite some time now, and I'm getting to the point where I've got to get some real planning before jumping in. I'll be doing this in UDK. Probably start Zbrushing some…
Hi there! I'm working on two things at the moment. A character and a scene. The scene was inspired from a concept from Tyson Murphy, Blizzard guru. I need to make improvements and any suggestions would be greatly appreciated. Just to be clear, I wasn't going for a Blizzard style or anything. Just doin' the best I can for…