For practice, here's my stylized concept of a Skaven warrior (which are basically like demonic rat men in the Warhammer universe). I don't see concept art posted here often, but I'm interested in critiques on the art quality as well as the following: * Does it look like it has enough information for you to build a 3d model…
Heres a few renders of a female head I'm working on. This is a project that Ive returned to after a long time not working on it. You might remember the post I made a long time ago... I remember there being statements back then about it looking a little to masculine. I've tweaked the jaw area/line and softened the cheeks…
Artcraft is currently seeking a Character artist to join us on-site here in Austin, Tx. This is on our currently in development project Crowfall. https://crowfall.com The ideal candidate will have a passion for stylized art with an eye for silhouette. Ability and willingness to communicate with other artists as well as…
So I'm working on this stylized pirate for my portfolio so I can apply to this 3d generalist position. I'm about done with my high poly sculpt and I'm starting to wonder how am I going to animate this? rigging is probably my weakest skill and I could use some advice on how to go about getting this done. That being said the…
Thanks so much for your feedback Milly! I've been trying to balance the look, but finding myself flipping between stylised and realistic without realising it, if that makes any sense! I'm definitely going for more stylised, but not so much so that it looks cartoony. I'm gonna apply those changes and make a few tweaks to…
Uploaded to sketchfab! model @LowerclassRiot It's a shame that you won't finish, because what you did has some realistic detail while keeping it stylised, it has potential to create your own stylised theme if you can keep this consistent. @Bostvic The drama you made with the lighting is great :) the snow detail on…
Did some experimenting with some stylized flame VFX. Still playing around with a very raw visual style so resolution was intentionally reduced and I used no filtering. I've also been messing around with some lighting on the dungeon scene. Pretty dark so I'll continue to play with it to get the feel I'm after while not…
Thanks for the ideas, using your terms gives me way more discussions to look through. If it matters the game came out late in 2014, same year substance painter came out. If I'm understanding your curvature overlay idea I might I found an example here that I'd be able to use in blender I also looked into Substance and it…
How would I go about having a mesh only seeable by post process, but not the player? I have a post process that pixelates a selected mesh based on a custom depthpass, producing a stylized 3d pixel look in a non pixelated world. Example with exaggerated pixelation offset from model to highlight issue. I've come up with some…
As an environment artist in games this is something that always stumps me: how to plan and structure an asset pack of modular cliffs for big environments (specifically environments with a lot of rocky, big/steep cliffs and cave areas). This far it's nothing I've really had to do or something I've had the opportunity to see…