Welp. Its been two years. I still need to change the name of my thread! To fit the rules. Anywhoo. I graduated college last year, Got a job, got laid off. And now i sell Life Insurance. Sure didnt see that one coming haha. But the idea of good income sure is nice. But I've realized, I still love digital painting and I dont…
Yeah man, reference, reference, reference. Always start by getting yourself tons of pictures of your subject. I'd go for pictures of Thor in different styles (assuming you're going for the Marvel character, get drawings from different artists so you can understand the key points each artist tried to represent the most),…
I would say focus on balancing small/mid/big shapes. Right now it feels like mostly a lot of Mid sized shapes defining the silhouette. Look at reference for industrial stuff and notice how a lot of thin (and various sized) wires populate these types of things. I like the armadillo-esque plating on the back especially…
Okay, trying to cut this down to 1000 words or less. Here ya go: The sun slid away over the crystalline hills as she peered around the corner of the stockade. She pulled her cloak close hiding her armor. Her long white hair was carefully tucked under her hood. As much as she tried to blend in there was no getting around…
Hi, I used to do rigging and skinning in 3ds Max 2012 and was able to get everything working the way I wanted. But I haven't done rigging and skinning for a long time and I am now using 3ds max 2019. Now when I try to skin my model to my skeleton, I get unexpected deformations. Back when I wanted to skin solid pieces, E.G…
Hey there everyone! My name is Marcel and I'm currently learning a 3D workflow to create game-ready characters. Never really sculpted before, so I'm following different tutorials online. The workflow I want to try out, since I have all the programs required available is sculpting in zBrush, retopo in Blender and texturing…
This is also something I've been trying to figure out, since my character projects also consist from multiple separate meshes, instead of a fused watertight low poly (which is more an old workflow from early 2000s). Arrimus 3D explains how simple proxy mesh can deform multiple complex meshes. Weights can also be…
OK lets start with questions : You can be anything so this include character artist with caveat that you have to put the time to learn all the intricacy build portfolio and so on there are few requirements as with everything else - texturing yes for the most parts except for 3d prints ,sculptures and miniatures - hard…
You can cut the lack of diploma and workflow from your potential reasons, ain't no one care about those. They can teach you a new workflow if you're good, and a diploma of some kind is totally unnecessary. English might be a concern but it would be secondary; its more of a concern if you're not local to the area frankly.…
Concept art isn't my specialization, but I can offer some basic breaking in advice. - Look up a handful of game studios career pages and read over any postings for concept artists. Hopefully you can pick out some common themes in the sort of work that's in demand. Even if you don't apply for a studio job, that sort of work…