I've been working on this piece for a few weeks now, and it's gotten to the point where I'm tweaking light and volumetric a lot. It was inspired by a bunch of concepts, but I wanted to stick with something simple yet striking. Can I have some feedback?
Need to make these corners tighter. What I have at the moment What my best guess is for the geometry here: However this looks like it could be executed smoother if you know what I mean, especially since now theres a lot of density above the wheel cover there which just runs around the body of the car. You can also see the…
Hello, I really had fun making this piece. The concept idea belongs to me and I used only Blender from the modeling to the post-processing stage of this project. I got help from the CapCut application during the video editing phase. I hope you like it. To see the animation you can check my artstation page. Thanks.
https://www.hollywoodreporter.com/movies/movie-news/softimage-founder-daniel-langlois-1235715129/ sad to hear, seems he had an ongoing dispute with a neighbour over access. I was never a huge user of this software but it was certainly very popular
Hello guys, I am currently trying to create a mountain range for my terrain project (using Instant Terra, but if you are using other software please share your approach still!) but I am struggeling with getting it to look belivable. What I am aiming for is something resembeling this: The closest I have gotten is this: As…
Hi everyone, I've been learning modelling for about half a year now, but I am still confused about workflow for game-ready hard surface modelling. I have seen different workflows like: 1) Perfect quad (low-poly) -> SubD (high-poly) -> bake (game-ready) 2) Boolean, quad, etc. (block-out) -> fixing & SubD / dynamesh /…
Hello everyone! My goal this year was to challenge as much as possible my character creation skills. Here is the groom of the Merchant character. Rendered in Unreal Engine 5You can see more on my Artstation: https://www.artstation.com/therese_la_patate