Hey everyone! I just started a new series on stylized 3D character creation, and this is the first part – modeling the head of a cartoon boy using 3ds Max. 🔧 Software: 3ds Max + V-Ray 🎯 Focus: Topology, Stylized Form, Rig Readiness 📽️ I recorded the full process and published it on YouTube:👉 [Modeling a Cartoon Boy's Head…
Happy New Year! I hope everyone didn’t drink too much…ha ha. ;-) To kick off 2021, brand new seamless texture images are waiting for you on these pages: TXR – Ground – Cartoon https://soundimage.org/txr-ground-cartoon/ TXR – Metal – Cartoon https://soundimage.org/txr-metal-cartoon/ TXR – Rock/Stone – Cartoon…
UpUpStart is hiring an Environment Artist to help with the creation of a Mobile 3D side-scroller. The position is a paid salary position, and will last 10months with a very high chance of a sequel or new IP. Our team is run by game industry vets that have experience shipping addictive, beautiful, fun and massively…
Hey guys, I started working on this model yesterday. It's my second 'serious' model, so please don't be too harsh, heh! I used Mudbox to create it. Thanks!
Hey guys, Was wondering if anyone has a giant chicken kickin' around in their w.i.p folder, or would like to model a superlow-poly goofy clucker? Maybe just enough Geo on the face for a frown & Smile... Basic Lambert/blinn shading is cool. No texture work would be needed.
if you use 3ds max, you can use the falloff map in the specular slot with fresnel turned on. then put a light behind the model, and you're off. to get a more detailed specular effect, you can then put the original texture into the bottom map slot, and bump up the output amount(contrast) and RGB level(brightness) under…
A little pet project I've been working on. A hunter/gatherer Barbarian man who's semblance to Team Fortress' Heavy and Mr. Incredible is probably a little more uncanny then it should be. I'm new to the game, but enjoying everything thus far. Here's the high poly sculpt I've got thus far (obviously the accessories need some…
Hey! I've been messing about in Max doing some NPR look development. Everything here is pretty much procedural, including the textures. Each "berg" is about 2k polys, with a 1024x1024 normal map. I'm gonna bake down the textures and see can I get something similar going in real-time. There are some more images here:…