Hi! I'm needing a tech artist to help flesh out my VR game. The game has a ~tech demo and I'm needing to spend my time on polishing the VR experience and would like to get a skilled artist to create various character skeletal meshes (plenty more 3D work/employment available if we mesh well, pun intended) in a way that…
I have a few suggestions:- easiest one is find mid line in side view and place front of the ear on it this will fix long jaw thing then can adjust the neck accordingly - you havent orient your model correctly to the reference it need to be rotated to the left a bit more - suggest to use either skull or image of a girl to…
sculpture texture thing i did for practice this was a terrain WIP that i did for a little project for a secret santa thing this is a low poly hand painted sword i did just because i like to on and off mess with low poly and hand painting styles. this is messing with a procedural stylized rock thing i picked up from one of…
I think the sculpting on Troy's pants is looking a little noisy, and his hair sculpt isn't really too impressive. Aapo's texturing looks like it could use a lot of work. The tendons that lead to his toes also go really far up his foot and look unnatural. His loin cloth looks a bit noisy as well. Troy is the only face you…
in this case it was more a style choice, there is still some exaggerated bevels/damage but not a huge clean smooth one like they use, their art style is a lot more stylized with a focus on large forms, so even their bevels are super chunky. for hardsurface stuff like scifi trims I would lean more towards a chunky bevel…
I like your creativity! I think I would have to agree with the comments about focus on anatomy. I would recommend trying practice on realistic characters as opposed to stylized ones to really understand how the body works. Figure drawing is a big help too, you can use resources like Croque Cafe on Vimeo. I would also…
I think that what really matters is the end result, you are making art not a simulation for NASA. Put your mesh with the material applied to it in a scene that is properly lit, for example a scene with an HDR global light and ask yourself "does it look good ?" and "Does it look the way i want it to be ?" If the answer to…
Thanks for the feedback! Yeah, the main company I applied for is Creative Assembly. I kind of aimed the portfolio towards them with the medieval stuff, but did not get the internship I applied for. I'm definitely going to be making a more modern/realistic scene next with more of a focus on realism rather than a stylized…
In my experience you have to pace yourself, if you want to make a detailed environment make a small one. If you want a vast one then try and make it less detailed. Obviously the best one hits all the notes but at a certain point in an artist life some aspects become more important than others, in my case I tend to work…
Nice work, the renders look beautiful! I think comparing it to the overwatch art style there are a lot of points that are different, so judging it as a standalone piece might be better: - Hair mat is looking a bit plastic, maybe you don't have anisotropic shader on it? - Skin looks a little plastic as well, tone down the…