used to be a patch tool monkey but just recently found out how much more usefull the healing brush is. also, been doing paintovers on some blocked in maps for the level designers recently and have found the vanishing point filter to be damn handy. erm, yes!
I’m a designer at a prop fabrication shop here in Burbank, and I’m reaching out to this community specifically because we’re looking for a very particular kind of unicorn. We’ve posted on the usual IATSE union boards and haven't found the right fit yet. The reason I’m posting here is that we don't just need a 3D modeler;…
I will absolutely look into doing clear-coat when I try to optimize this down. Thanks for the replies! I am back with an update. I spent most of yesterday refactoring my previous result, with a refocus on pushing PBR and trusting it over curating a certain look. I also dug an old reflector out of the garage and studied it,…
Hi everyone, Just wanted to share a project I've been working on—a stylized, modular medieval city built for Unreal Engine 5. My main goal was to achieve a vibrant, anime/Ghibli-inspired aesthetic while keeping everything extremely optimized for real-time performance. Everything is modular, from the structural pieces to…
At Waveforce Studio, we are driven by a genuine passion for game art. Lead by Minh Pham - a 7year industry veteran alongside a core group of dedicated artists, we combine our love for aesthetics with strict technical standards. We are a lean studio delivering the perfect balance of high-end visuals and flawless…
Gonna necro this thread as I recently googled this exact topic to see what others say. Here's my 2 cents: My personal method is to first guess perspective of the concept, then work in that perspective in zbrush. If I think the concept is drawn very flat, I use less perspective and if its very distorted with fov I use more.…
Hey everyone! I'm ABR, a self-taught 3D artist about 4 months into learning Blender with roughly 1 month of actual sculpting experience. This is my first major project and I'd love any feedback or critique from people more experienced than me. A bit about me: I'm actually more of a topology person than a sculptor — which…
Kevin - Thanks! It's definitely rewarding to me making it accurate because I am learning a lot about how something like this is put together and the realistic aspects of constructing something as complex in such a clean fashion. I'm gaining good mental notes on realistic and functional spread of detail as well. If by…
Hey everyone, I'd like to share with you my latest work, a real time head of Jake Gyllenhaal from Nightcrawler. It's going to be a full game character. Let me know what you think. Here's the artstation link if you want to support my work: ArtStation - Jake Gyllenhaal Nightcrawler - Real Time Head, Emanuele Botta