@kanga sorry I was very confused by your message so it took me a little time to record a brief video: https://youtu.be/mpD3m0HoI60 The goal is simply to help you find references that might inspire solutions when you're stuck - the same way you might flip through art books looking for references, but a million times faster.…
Greetings Polycounters ! I've decided my portfolio really needs some hard surface bits, so I wanted to model a gun. On top of that, I wanted something with a mixture of hard surface and organic shapes to show off that I can do that sort of thing (hopefully). I searched the interwebs for some good designs, and came up with…
Hi! Maybe looking at the wiki-entry you get an idea what optimized UVs can look like. Aside from a maximizing the space, some other aspects I would aim for: - seams along edges where it makes sense, certainly at hard edges (if used to control the lowpolys shading) - UVs straightened and aligned with pixel grid UVs where it…
I’ve been thinking about a simpler, more modern way to manage the flow of 3D content creation, as an alternative to heavier tools like Shotgrid. The idea is a web app that focuses on clarity and ease of use, with features tailored for artists and teams: * Kanban-style board that shows what stage of production each asset is…
Hey Polycount, Two years ago, I posted here as a 15-year-old asking for advice on how to grow as a 3D artist. Thanks to the great community and the guidance I received, I’ve made a lot of progress since then. Now at 17, I’ve completed several freelance projects and developed strong skills in: * Game-ready asset creation *…
Hey everyone! I started this project back in April but have slowly been making progress on my own while going to school (so extra character design and Illustration work.) I'm posting this as a walkthrough for my process and any feedback that could be given (I would highly appreciate it, always striving to be better.) I…
Thanks for the answers thus far. The expert is involved with comics to film licensing. The "tip" was basicly "make some clay models of your characters for visualizing rendering cgi/ video game graphics." The slideshow I saw showed what looked like a flexible clay model being photgraphed digitally against a green…
some nice progress in here! @ M4rt3: nice progress on the face, getting some good likeness to the concept, maybe try and define the cheek bones and jaw line a little more as its reading a little lumpy atm @ PyrZern: nice job on the character so far, I would make his legs read thinner as they do in the concept and try and…
Don't think of the doing the planes as suggested as a waste. If you can avoid the habit of being precious with your own work and being afraid to "waste work" or lose progress, you will advance quicker. You can't really lose progress that you've made because it is internal progress, rather than progress on an individual…
https://www.artstation.com/artwork/zxRxGq My goal with this asset was to practice hair creation while exploring a new workflow that balanced control and efficiency. I wanted to place every card manually for precision, but also work quickly and be able to make changes without losing progress—knowing I'd face challenges as I…