@harry1511 Looking pretty good, yo! As for your trees, I think they'd look pretty good as 3D objects rather than flat planes. In MrRik's model, he had them as flat objects, but it's because the camera was going to be locked to that angle. Either works fine, just depends on how much control the viewer will have over the…
You should make assets in your 3d application and then export them to Unreal (Things like rocks,buildings, trees ,plants) . There is no way to model assets inside of unreal. You can however sculpt the landscape inside of unreal, it has a tool set that allows you to push and pull the terrain to the shape you want. You can…
Hello, I've recently got a free moment to accept some freelance orders My pricing begins from 10$/hr I can devote 4hrs per day to commissioned work, so keep that in mind and evaluate whether your project scale could be accomplished by working on it 4hrs daily. I specialize in modeling props/vehicles for both…
Sculpting has a pretty significant place within 3D. Why would you not at least learn the basics of it? It really isn't a tall order to learn the basics of it. Knowing the sculpting tools and the potential of what they have to offer should be something that I'd think you'd want, no? Sculptris is free and it has similar…
So these last we week has been pretty busy but I've managed to make some nice progress since the last update. I've spent a lot of time working on sculpts, finishing up the brazier (Is it a brazier if there's no fire and it seems to be lit by some sort of magic energy?), chandelier, water spout, step and stone. I've already…
MODO's modeling and UV tools can almost get me into a flow state, where I'm just modeling and not thinking much about the interface. The community-written scripts and plugins go a long way to keep the user experience smooth. Other parts of the toolset seem too technical or are cumbersome, by comparison. I wish the…
Clothing and shaders you can learn about alongside anatomy. I expect you will be using Marvelous designer for clothing and shaders would start with substance painter for textures. While character creator (the software I recommend) would cover a lot of ground, you could also look into the metahuman workflow.…
So I'm a little reluctant to put this here, and if someone doesn't like it feel free to let me know. I am going to start tutorializing and making the finished parts of this available for people to download and use/learn from. So eventually the eyes, teeth&tongue, skin, and all the meshes and models. Focusing more on…
Latest iteration after a quick critique paintover from The Redbeard. Again, the hair is block-in for now. I think I'm ready to leave it for the time being and move on to the next thing on the list (probably costume) and come back and polish it later. I need to decide how detailed to go in the sculpt versus what to leave…