i've just started this model, of what im not revealing now , and i just wanted to know if its looking ok so far, i know its not much, i've only got some of her upper face, but i wanted to know if her head was at least shaping out right, i love love some draw overs .
Hey guys, just started working on this guy this weekend. This is the blocking so far, still trying to figure out if the proportions are right and all that. It's a Sprout from the board game Smash-Up, I liked the creature from the first time I saw it and wanted to model it. I think it will be fun to texture later on in a…
It is my free time work. I mix 2 to 3 concept and start to build this model.I wanted to create like heavy creature it's only one thought in my mind.It's WIP model. Please feel free to critique and comment!
How would you go about making something like this? I think I can get the car looking alright, im just not sure how to start modelling in the crushed parts. I willl be using maya btw
Hi, this is my first post here, I've recently made two female workers characters for an indie projects, any feedback and comments welcomed. And here is the second model Made using ZBrush, Maya, Quixel, Substance Painter, rendered in Marmoset.
We are in early stages of development on a new mobile video game. It is a tower defense type game in a stylized art. We are in need of 3d modelers who are experienced and proficient in this stylized format. Please contact me if you are interested. DarkRiftArts@gmail.com
Hey guys I was just curious as to what are generally accepted workflows when working with character models requiring multiple level's of detail, especially with regards to retaining the same uv sets. Any nudges in the right direction would be appreciated. Cheers
Hey guys, my name is Nick Dodd and I'm a 3D Artist based out of Houston, Texas with primary skills in illustration, modeling, texturing and lighting with secondary skills in animation and compositing. I have about 4 years experience working in the fast paced Oil & Gas multimedia and marketing industry and have done work…
The main thing i deal with these days is efficiency, finding the best and fastest way to do something properly, that's why I'm doubtful. For example, not being able to select/move vertices or being able to target weld means you have to use slower workarounds. And that UV'ing method looks like he needs to physically…
We are currently producing a mobile game and require modelling, rigging and texture work done. It is for our main female character and male counter part. The work consist of : 1) 2 x Character meshes 2) 2 x Biped rigs 3) More than 30 hair style meshes (weight painted / basic rig for pony tails etc.) 4) More than 30…