hey hey hey great improvement from the first post. here's some feedback and a checklist you need to have measuring lines to check proportion (red lines) you need to study bony landmarks such as anterior interior iliac spine, tibial tuberosity, patella (kneecap) olecranon process (elbow) medial epicondyle of the humerus,…
I'm Sam Son and I really liked the world presented in Studio Ghibli's The Secret World of Arriety and wonky shapes is pretty awesome. So I'm making a wonky, miniature, 3D Environment. As for the engine, I'll probably will use unity but I am considering UE4 because that PBR looks delicious. On another note, I might have…
Project: Wormheart: Tale of the Outsiders Engine: Godot 4 (Forward+ Renderer) 3D Compensation: Royalties during prototype and then paid roles after funding! Team Size: 25 (and counting*) My Role: Lead Artist / Creative Director We’re expanding our team for the vertical slice prototype of our high‑dark‑fantasy CRPG,…
When to texture in a game pipeline? Working on a large sidescroller game with some friends. Just trying to plan out things and figure out when we should start texturing? Right now we have 1 of the 4 levels all done with refined assets and just plain grey color on everything. We first designed the level with a basic…
Already a bunch of nice feedbacks here, I'll try to give some more on the portfolio itself first: - You have a scene, props and a character bust. I know it's probably from school, but it doesn't give a clear idea of where you want to go. If possible focus on one thing to start with. You say you like hard surface modeling…
Some avenues of improvement you can pursue: -If you haven't already, just keep pursuing 'traditional' anatomical practices through sketching from reference and real-life. Google images exists of course, but I also found BioDigital to be pretty helpful in exploring muscles and skeletal structures. Understanding the visual…
Nice. A few things: The sneak at the start is looking decent. I can definitely see the Richard Williams influence here. The hop to get closer is a nice idea as well. The lean back at f53 feels awkward. Its not needed. It then shoots forward during f60. Get rid of this or reduce it more than 50%. Keep an eye on the screen…
Hi I am completely new to this forum and Im just starting out making models with maya having mapped for over 4 years with ut up to ut2004.Im using the paint skin weight tool in maya following the tut on the dvd edition done buy buzz.I spent ages getting my character to deform correctly then hit delete history oh look it…
Hi guys! Here is concrete example of the topic, i made this model so uvw's are done and textures are done, and suddenly i need to add a wing to it. I have some options, but i don't want to add a wing as another object in engine, since we are very tight on performance, and the only reasonable way is to use 2 shaders on same…
Thanks for the update, nice work on the new foot. I can see how ai-gen tools can be attractive for the gee-whiz factor, how much it just goes ahead and fills in all the details automatically. But it’s unfortunately a very problematic process, encumbered by deep issues with morality. These models are trained on vast scraped…