Promo art for mobile game, fantasy theme, female elven archer shooting arrows, forest etc. Needed as soon as possible, budget $400-$500. Please contact me with your portfolio here: lukepe3@gmail.com
Thanks ! I had a similar feedback from a friend about the composition, I'm kinda freestyling it lol I like the floor and variations of it so it's probably gonna end up as a bottom of a pool...at the bottom of an ocean. Hahah clearly i need to find something Noted about the readability of the water, I tested so many…
Hello everyone! I just wanted to share this with the community. Epic Games has picked up this pack to show on their 'Showcase' section, and it is currently 30% off. So if this is a pack you were thinking about picking up in the past but were waiting for a sale, now might be the perfect time to get your hands on it! The…
Dear people of the internet. I just finished college and I'm in need of work and experience! I want to progress and get better. With that said I would love to do illustration and gain some experience in industry that can lead to me to future jobs! Thank you for reading this sincerely, Salamandro.Fall…
Dressed the last wall, made some props for the visible part outside and fixed some texturing like the stools color. The bright green from the original wasn't looking good so I went for a more dark shade. Render is still set to medium. The darker parts from the wall on the right of the first picture is mostly shadow…
The closest thing I could find was the Rotate Edge function. https://docs.blender.org/manual/en/latest/modeling/meshes/editing/edges.html#modeling-meshes-editing-edges-rotate Triangulate function and modifier also let you specify how quads are triangulated via 1st and 3rd or 2nd and 4th verts, etc.…
It's deformation of an existing unwrapped mesh, I'm not sure if nurbs is the solution as you want to maintain UV's. Maya has the same deformers that Mark mentioned, use the manipulators and tweak the values til you get a desired result. You can stack deformers, I forget where but there is a way to reorder the stack if you…
As an animator, I can say that I've asked other character artists if I can rig/animate their characters for my reel/personal works, but I always make sure to ask before, even if its just for free or hosted somewhere. Having a kick ass model with proper topology can go a long way vs just some mannequin or 2nd/3rd rate mesh…
it is because the tangents are different than max in xnormal. in maya if you export using xnormals sbm format and check off include tangents and binormals i can make xnormal bake using the same tangents as maya's viewport, and once i epxport as fbx for udk, if i use that same option in the fbx formate it will also make udk…
Nice progress, all the different assets go together very nicely. The water stream/pond does look a bit odd so maybe play around with better shaders for that. Also in the 2nd shot the floor slabs look sort of evenly noisy, I find myself wanting some more open areas. Last thing I might say is that the temple structure looks…