Hi there: Sorry for the delayed reply, busy with work :) Now taking a peek at your progress thus far, even though you'd followed the advice offered above there still seems to be a number of topology issues in the base mesh that'll need to be addressed before moving on to the latter phases of the DCC pipeline and if I…
Long time no update! : / I have been working 50/50 on two different projects recently, including this environment, and I didnt find my progress worth posting on this topic yet. Now its beginning of week 4 and I need to keep up to date and get more feedback! I started by moving my blockout into UE4 to see how it would…
My apologies for such a massive delay between updates; Ive been working on another 3D project which will be posted on this forum soon. Almost all of the assets have been modelled and imported into Zbrush for sculpting. Current progression is below, with the face and the fringe currently being worked on: The fringe was…
Hey man, not sure if you're going for more design or illustration here but I'll point out a few things that I think you might want to approach as you do your next piece if its fore design. Right now you seem to just be starting out with both rendering and designing. Rendering is the polishing and the displaying through art…
Very bad, here's some bullet point thoughts from me in the order I had them: 1. The first thing I see is a full-wide banner of some work - some decent but uninspiring shipping containers - clicking them reloads the page. What's the point in this image? to take you to the main page? How about having 'Robin Schmidt…
Not to argue for Per, but I really agree with him - Not in your case specifically, but in a general 'i'd like to work with that guy' way of thinking: A lot of companies will want to see that you are fully capable of catering to a wider audience rather than a sub-genre. You may know you can do that, but the first impression…
I agree with Brad on a lot of his points. The logo is un-needed. It uses bevel and emboss and that's always a little embarrassing and unprofessional. Most of the thumbnails make it hard to tell what I'm clicking on, which leads me to clicking only on the ones I know what I'm getting. With the long load time its a gamble…
My goal for this personal project is to create this character for * Some nice poses and renders * get it and playable in UE5 (I have no idea how to do that) * 3d printed I'm not a character artist but it's something I greatly want to improve on. I'm posting this here because I've known of polycount for about a decade, but…
The last couple weeks have been a little crazy, but I wanted to make sure to share a little of what I have been able to get done. Though, the textures are still very "work in progress"