Hi. My name is Kudzai Chidede and I'm a freelance 3d artist looking for work related to illustration or 3d modeling using Maya and Zbrush. To view samples of my work please visit this link http://www.kudzi07.blogspot.com/ Kudzai
out of curiosity, does anyone know of any maya related work around the philly area? i've been looking for the past few days & only have like 2 leads that only seemed half way promising. thanks in advance!! -J
I watch a video about building on brochoure . I see , camera tracking realtime a building on a paper . I dont know how can do it , it's look like eyetoy of sony . [ame] http://www.youtube.com/watch?v=GhoVGwkwamM&feature=related[/ame]
I've been trying to achieve this look with my vertex-colored models, but i always get gradient-ish colors and not that flat, clean style. Is this something related to the shader? Or is he using a texture with a flat color palette and a tight UV map?
I'm using a 32 bit PTEX bump map channel and seeing some straight edge artifacts that seem to correspond to borders, perhaps related to the Gigatexel engine? I disabled Gigatexel but the artifacts remain. Anyone know what's causing this or how to fix it?
Here i will post my personal projects related to character art. Your feedback and advice are welcome! Latest: Low poly portrait practice, approximately 13k tris, lots of fun with substance painter and marmoset. Tried to upply some technices I've learned recently.
I'll be working on the skin idea of Spirit Weaver Karma, I feel like it would work as a nice ultimate or legendary skin for Karma that relates to her lore. These two drawings are just quick little design ideas to get the ball rolling.
Well. On the other hand the game workflow is stiil having some distant resemblance to an art or at least art related craftsmanship while other workflows are just this: https://youtu.be/DfGs2Y5WJ14?t=18
Without any point of reference, I'll have to make generalizations: The brow might be a little high. It reads as a continuous arc from either side, usually there is an angle change in the middle. And just above your brow ridge it looks a little too planar going from end to end. Upper eyelids also look like a flat plane.…
90% of bake issues are UV or soft/hard normal related. There's sticky threads in technical talk that explain how to deal with most situations. If it's not answered in there post pictures of your uv layout