Hello I am looking for a 2d animator who can create a fanmade 2d frame by frame anime animation video for me. let me explain in more details. I am creating fanmade 2d animation based on One piece and I have script and storyboards prepared. I need a 2d animator who can animate few scenes for me fully colored and rendered.…
I am trying to create perpendicular edges partway through a square-ish shape. I want one edge to be soft, and the other sharp. My first attempt: With this attempt I thought to pull apart the edges on the soft edge, so they diverge away from the hard edge and minimize the issue. The topology: The Issue is that I still get a…
Howdy guys Hope your all well,anyway I have decided to go the route of an enviromental object artist,kinda like asset artist as you will. (u may now tell me whether this is or is not a good idea ) Now onto my But.... How do i get started and what kinda things should I concenrate on?? Ive recently been trying to model half…
Curious how to sculpt this base mesh to look more cartoonish/stylized. some of you probably already have an idea what I'm trying to go for if you've seen my previous posts. Base mesh: Some screenshots of what I've sculpted so far, I'm thinking about starting over (I forgot to use morph target when I started). Some of my…
Just posting some work that I finally completed earlier this year. It sat for many years as a blockout on my hard drive. Due to some down time, I was able to start working on it at the end of last year. Inspired by one of Tor Frick's pieces, as well as work on some of the Alien films I wanted to tackle some science fiction…
Hi there. Thank you for your feedback. I did consider mirroring the to sides of the blade but there was a baking error. I actually want the edge where the side transitions into the back of the blade to be seen as a soft edge instead of a sharp edge as seen below This meant that I had to make the set of polygons as circled…
Solid progress! One comment, if you don't mind: some of your object edges are super sharp (the edge of the thumb-tuner, the nut around the base of the tuner bolt, etc). When modeling, the edge thickness you aim for can vary depending on what you want your final output to be (a normal map for a game mesh? Realistic model…
Pretty nice man! I really dig the silhouette on this, since you plan on starting over on the texture, I would really take a stab at better use of the UV shells. I feel like you could get 25% the resolution gain if you really pack it n tight. What I find works best packing, is to to initially look at everything zoomed out…
Thanks again for the quick response Joe. I downloaded the trial and started to play around with it. Firstly, it's excellent. Really easy to use and really fast results. It's brought up some new questions, that maybe you could shed some light on. I've uploaded a test video as reference to my questions here…
Those tutorials aren't totally helpful on old stuff. AO isn't necessary if you're doing handheld things, only when you get to source/hl2 spec stuff does it become useful. When doing low poly stuffs, pick a global light source and stick with it; inconsistency is the worst! For metal I find good old dodge and burn on flat…