Hi all, I've started work on my first environment ever in UE4 and I'm excited to share my progress, and because this is the first one, there is going to be alot of experimenting with new workflows and techniques that I learned. Ps: I'm self-taught :d ___________________________________ So I started on the making of…
Hi :smile: I might not be the best to give feedback but I hope it is of some help! I feel like there are some things are out of proportion and makes the model look weird, for example the arms, they seem too thin and short and the torso looks too long compared to the legs (maybe its because the feet are missing I don't…
my breakdown so far: and i also made a refboard and gathered refs for all the props and materials if anyone asks i used "pureref" for the management of my ref pics @stranger that commodore looks good for now :D im going for - maya/zBrush modeling - xNormal baking i will try to create my textures from photos i should have…
Hi everyone! I'm excited to take part in the bi-monthly challenge for the first time! I really wanted to take part in the first challenge for this new year. As I am an environment artist and wanted to build up on my skills, I decided to go with the hard surface environment concept. My previous project that I'm currently…
The guys got a bit of a big head in the back lol the ears also look off a bit... If anything I just recommend gathering much more reference... especially when making someone imaginary, that means it doesn't have to be the same person and you can pull physical features/likeness from multiple references to get your character…
Week 1 Skull - Blocking out and rough sketch For an easy start, use the included Grid.zpr Project in the Zbrush Lightbox folder. Make sure that you toggle off the perspective view, so you can trace the skull from the Reference picture. For more on-screen References i use "PureRef" which is a free program that stays on top…
Hi all! Been working on something new, I'm about halfway done, so now is the perfect chance for some feedback. Everything from lighting to composition and sculpting is still W.I.P. so go nuts :) Most of these trees are from the UE4 Kite Demo, working in Speedtree to replace them atm. The background will be filled in as…
https://www.artstation.com/artwork/X1dWQY Game-Ready, Tom Hardy Likeness for an upcoming (nearly finished) fully fledged character. Heavily inspired by his James Delaney look on Taboo (as I feel it suits what's coming quite well). I did change the beard according to other references (PureRef) and what I feel looks best. It…
Hello. Looks like it has been roughly ten years since I last posted on this forum so I thought it might a good idea to share my progress on my newest project and I'd really appreciate some fresh eyes on this. The goal is to get a realistic real time ready character in the end based on San, also known as Princess Mononoke…
Hi there! This is my first time posting here in Polycount. My name is Ramon Belmonte, (https://www.artstation.com/ramibelmonte) I'm a junior 3D artist from Spain. I've just finished my first studies in 3D modeling with Maya (an intermediate course of six months) but I want to push my skills in 3D modeling for film and…