I created these two busts after starting the new Ranma 1/2 show on Netflix. They’re modeled to resemble two shots from the original opening! For this project, I used Maya for modeling and rendering, with toon shaders inside Maya to achieve the final look. I then used Substance Painter to create masks and textures for the…
Stratosphere Games, a mobile game studio focusing on core mobile games in Berlin, is looking for a Backend Engineer to help build and maintain the technology needed to power the components which enable our games to perform as designed. You will be part of an enthusiastic, dedicated, young team experienced in mobile game…
Hello everyone! Im a final year student at my uni and currently I am making a modular kit for a rural medieval village. Im looking for some feedback for my modular kit, any feedback in general is appreciated, but if you want me to be more specific then here are some that I would like to have feedback on: * The layout of…
Hi evryone, Recently, I realized that I am not actually sure how real concept art looks, so is there anyone here who worked on the game or movie and can solve that mystery for me maybe? 😅 I know the difference between concept art and illustration, but recently I started searching for concept art to do characters based on…
Hey everyone! This is my first time posting here, and I am very excited to finally share a personal solo project I have been developing in my free time over the past couple of years, alongside my full-time work as a 2D artist. What started as a small experiment gradually grew into a playable prototype. I’m posting some…
I agree with Eric, variable line width would look great in your work, which is lovely by the way. Something else are the doodle-like lines in the middle of textures. They bother me a bit because they're too jagged. They'd benefit from stroke smoothing/stabilization, and would look great if some also vary in width and…
Im Kimiko from Berserk Games, and were searching for a freelance GUI artist for our game Tabletop Simulator , that was recently released on Steam Early Access. Because of how popular it's been, we wanted to update our current interface to something a bit more user friendly and nice looking to fit the theme of our game.…
Hi! Certainly a simple example would be best way to get familiar with how tangent space normal maps look/ behave and to set things up in the soft that's being rendered in. Checking the shared Painter file, it looks like the seam showing in that face area is exacerbated by seams/ discontinuity in the curvature map (and as a…
I would avoid modeling that little nub on the back there on the dial, the extra geo there is resulting in a slight smoothing error? I also probably would not model those very short bolts, just like the NM do that. They look obvious faceted here and dont really improve the look of the mesh. If you're gonna model them, model…