Hi again ! The link to your portfolio clarifies it. I personally quite like how it reminds me of some earlier 3d pieces when people were experimenting with various approaches at their disposal or with this or that new plugin that just came out because processes (as well as popular art styles) weren't as unified as they are…
Overall I think this scene is a great practice for TrimSheets! There is little texture stretching on your textures. Your lighting is competent and really helps making your environment believable! A glaring issue I can see are seems, and the modelling is too primitive. (By primitive, I mean it lacks mesh-level detail) This…
I didn't do much drawing yesterday as it was a bit of an admin day and I had to work as well, so I decided to try and draw the tops of picket fences to practice the drawing techniques for arches and mirroring arches. I'm not sure but I feel like the proportion to the top circle and the middle circle isn't quite right? Does…
Hi there! I've never made a blog post before.. but I wanted to keep going on this project and be consistent with it. I'm posting this here for my own sake but also a way to be more involved in our industry community, learn new techniques, and hear other artists' perspective or advice, if you're so inclined to give it 😁 I…
Hi everyone, Since I got access to the UE 4 beta I've been itching to try it out. To that end I've ported over some UDK assets for a small scene. It's mostly to try out UE 4's features but also practising composition, lighting and post so to that end, all feedback is welcome! It's a very loose adaptation of this piece of…
Extremly laconic exposition of the following text, which I figured Might be usefull to have in one place: If you're interested in more details, I suggest you just take it from the top. And ready yourself to spend sometime reading. top Hey. I felt like doing this paper, because. Because becoming a video game artist isn’t…
for anatomy a 50/50 mix is good. you need to learn the theory, but without practise the theory is useless and vice versa. so my advice would be to learn about a bodypart and then practice drawing and sculpting it. and then just work your way up to bigger and more complex shapes. i would save the head for last, cause that…
Well , the weighted normals works just fine for me in Blender if set respecting your sharp edges . You can do several modifiers working each for specific vertex group there. Same in 3d max I believe . If its on hi poly + sub-D you need to check quad flow there. Weighted normals are useless on sub-D meshes , all shading…
Smoothing groups are awesome for high poly modeling prototyping. You just select the faces, give diff smoothing groups, apply a meshsmooth set to smoothing groups and voila you have a blockout that you can edit in realtime that will hold well once smoothed again. I cant honestly think of a better and faster way than doing…
Hello, Made a new stylized character modeling practice, rendered in Unreal engine 5. Also tried to practice posing characters more this time. More pictures in my Artstation: https://www.artstation.com/artwork/lGn8ee