Yeah, I can see where that feeling comes from. A lot of pipelines today optimize for scalability and consistency rather than uniqueness. Procedural tools made production much more predictable, but at the same time they tend to converge toward similar visual patterns. At the same time though, I’m not sure the material side…
Jesus guys, I step away from the PC a couple days to relax and come back to a bunch of people telling me i ignore help and cherry pick job offers?.... The more this thread goes on the more I feel like everything I say or do is being twisted into bad interpretations and making me look unfairly bad, so be careful about that…
I’m available for freelance remote work as a 3D character artist. I specialize in: retopology UVs clean game-ready topology character mesh cleanup animation-friendly edge flow Available for: retopo and UV work topology cleanup for existing models character production support stylized and realistic characters Portfolio:…
Plush is probably not the best choice for (detailed) photo scanning, as the deeper parts between the hair are obscured pretty quickly when you change your position and you'd need a crazy resolution to scan the actual hair. The overall falloff/fresnel effect caused by this might not matter that much, but could still play a…
Update: I've modelled the fog lights and put together most of the UV for the car. Some additional improvements here and there like reducing the poly count of those little marker lights like Chadwick suggested and small improvements to the front bumper.
Hey @ddgurto that's a great update! The scene already reads much better, good job on that! In the first image it's still a bit unclear to me which one the focal point should be. is it the ornamental wall or is it the pillar. Currently the sun is shining on both of them separately. I'd try to have a clear indication where…
Well, this is just the opinion of a guy on the internet, but of course that's something you can learn, especially considering the general design sensibility many of your other works demonstrate. However, that's for the future. Your current portfolio does suggest a prop/material-focused role if you ask me.
I’m excited to share my latest environment art project: a post-apocalyptic classroom workshop, created in Unreal Engine 5. Watch the Video: https://youtu.be/Uy470_QVEfc Breakdown: https://youtu.be/0OPbNM3nmbw Modeling was done in blender and texturing was done in Painter. I also used Quixel Mixer to blend materials.…
Im not sure if this is the right thread for this post or the audience im looking for to read this thread but ill continue anyway. A little background about me that relates to my question before I ask. Ive always wanted to be a game designer since I started getting interested in the behind the scenes of video games. This…
I've been trying to figure out a workflow for myself creating hair cards in Blender. I tried a bunch of add-ons but I'm too smooth brain to get them to work for me so through a lot of struggle and perseverance I finally managed to make something that I enjoy and helped. oh I didn't expect the images to be so big, I'm not…