Red Valentine Aglaonema plant leaves My second plant - I couldn't seem to figure out how to get the look I wanted procedurally so I settled for hand painting. The next step is to figure out the process for modeling plant stems. I'm thinking of warping some cylinders and giving them 1:1 textures in Painter, since it's not…
Already looks like a completely different person is drawing then from day 1. Great job on understanding the forms of the face. This isn't just iteration for iteration sake.
working on some iterations of B and C. Top row are the originals, and second row are some iterations. going to do a few more of these as I work out the design.
Second iteration, each concept is built from sections of previous concepts myself and others preferred Third iteration, finalising form and trying to decide on a variation.
After a bit of a hiatus and allowing myself to relax from graduation from university, I've decided to come back into the creation of an environment in the Unreal Engine. This blog post will be a journey from start to finish of the creation of a game environment, to not only teach new and aspiring environment artists about…
Joris, who is our current artist for this particular project, referred me to this site to seek for artists. Team name : Scarlet Gaming, Inc. - Registered Company Project name : Project Lifeblood - Replica Hunters (formerly Exploring the Stars) Brief description : We need a replacement artist. Our current artist that was…
It looks like these scans are meant for scattering on the ground as fallen leaves, hence why the stems are missing. We can put in a request for stemmed maple leaves going forward if you'd like. :)
Hey everyone, I've been making assets for a mobile game but the style of clothes is relatively realistic. So what happens a lot is I'll bake from a high res onto the low and it looks fine in the baked pose. Then when I get to rigging/skinning I run into this issue where the stretched polys accentuate the waviness. It gets…
interesting: I approach art very loose and sloppy at first and iterate alot - that's usually how I approach everything, rough in and iterate. Which is probably why I'm not good at programming.