Hi all, my name is Steven Zhu, I am a graduate student at SCAD, This is my first post in Polycount. so today i want to share my personal work "Escape" with you. https://vimeo.com/395372797 This is the link to the cinematic video. As a big fan of “Prometheus” and “Alien” series, I have always wanted to make a project that…
Hey everyone, I was asked by Cubebrush recently to create a breakdown for this character to be hosted on their blog. I am mirroring the content here, as I feel it might be beneficial to folks who find it on Polycount. :) Approach I begin personal work by asking myself a few important questions which will help inform my…
Hi ya good people of polycount! Thought I'd start a thread now that I got this project done. I'm really bad at documenting my progress as I go but I'll try to include the most important milestones here. I'll kick off with a few 3DO renders. The initial idea was to just model an interesting object and then call it done. I…
Hello Everyone, my name is Raffaele Grande and this is my first post after long time I had joined this community. Before you start reading, I would like to thank Fausto De Martini, who is the Concept Artist of this mech. As you might already know, he is an amazing artist and he creates super inspiring stuff. This project…
Hello Everyone, my name is Raffaele Grande and this is my first post after long time I had joined this community. Before you start reading, I would like to thank Fausto De Martini, who is the Concept Artist of this mech. As you might already know, he is an amazing artist and he creates super inspiring stuff. This project…
I spent years experimenting around, creating character works for game, nothing finished (at least not within the last year) but I have enough experience to build AAA characters, reasons why are at the end of the post, I'd like any feedback or help you have regarding the topic. what I have at the moment is this (Old):…
@floon I never decimate my meshes, unless it's a character going into Marvelous Designer. To speed up simulation performance. But for baking I go with the original high poly model to get best possible baking results. Also, I always use .obj for baking. I haven't encountered shading problems when getting an .OBJ (yes,…
Just a random thought: It might be better to aim ahead of your competitors rather than be content to catch up to their previous milestones, and simply lift pages from last season's Autodesk playbook. I actually subbed to Modo indie 901, because I figured that for that price, I could afford to keep it around just for…
Sorry AM, I just jumped in and didn't read everything because per was nonstop moaning about polycount etc etc. I find it a bit weird you're not getting any job, even as remote artist as a temporary state until you can find better. I understadn you want to be a character artist and only a character artist, (maybe i'm wrong…
Hi Dillon and welcome. Concerning the software you use, and please anyone correct me if you feel I'm wrong here, but I think it mostly comes down to what you know/what the studio you work for uses. I've not used much Cinema 4D but most of the people I know who use it work in advertising and digital media rather than games…