Great work on production and stylization. I really appreciate the craftmanship. My biggest issue with the render is the lighting. Specifically the value focal points is falling off the page. It's ok to have the breasts be the focal point but then you need to frame to that focal point. And it's impossible to give the image…
Hey, guys I hope I'm asking for help in the right place. I'm currently working the background and lighting to present a character but I'm having trouble figuring out a good way to merge the skybox and the ground without making it look funny. You can see my work in progress here... Austinhuntley.blogspot.com
Just finished a model i was working on :) comments and critics are very welcome. The renders were done in Marmoset. And if you go to my artstation profile, there is the marmoset viewer file as well. cheers
Here is a new character I am starting for my port. Based off this concept. I am building most of the parts out of Shadowbox then Dynamesh. It's real ugly right now.
Hello everybody! I created a robot warrior guy. Before I pose this model and texture it, I would like to hear some suggestions on what I can do to make this model look better. Model: It's hammer and shield: Any suggestions are welcome.
Hey! So this is outside of my wheelhouse and I'm lost. I'm working on a character that has a lightsaber hilt on her hip, I want it to bounce and move as she walks/runs etc. I may be doing this completely wrong, but it's been working so far for me. I created the clothing and brought them in as different skeletal meshes and…
Hey there, just decided to share this big boy I am working on. Still some ways to go, but it's getting there! All done in zbrush, trying to figure out the hard surface sculpting and modelling there. Will be changing some things around, especially the legs. Head is just a blockout too at this point.
Hi I have a skinned mesh which I'm exporting from Maya in FBX format, the mesh has a single skinCluster and a blend shape deformer. When I import it has a bunch of skinClusters, I think one for each influence, but every skinCluster is a full copy, and together they deform the mesh multiple times over. Funny thing is that…