My current rate is $15/hr. Ideally I'd like to earn 50,000 - 55,000 USD/year. One character usually takes me 60-80 hours depending on level of complexity, and how independent I can be without consulting with a senior artist. Basically; I operate fastest if you trust me to work, and leave me alone like a bitcoin server…
Here are two school works I have to do, if you guys could give quick feedbacks (don't want to take too much of your time) I would really appreciate it. I'm a student at Centre NAD in Montreal where I follow a BAC in 3D Animation and Digital Design This image is a simple exercise in Traditional Animation, a bouncing ball at…
Hi everyone, so I'm trying to into the hang of painting lights and shadows, I've hit a wall. Been drawing for around 6 hrs today and I noticed the facial proportions look off. I'm going to fix the face tomorrow, as well as start on the hair and clothing. I just would love feedback because I feel stuck and like I've been…
Sometime ago I've started working on a scene that's heavily based on concept of the Reed's office This is the first place you start when playing, but in game it's much different in terms of light and ambient, so i will try to stick to this concept as much as possible. Of course I do this in my spare time, so I'm working…
Yo! Finally decided to create my sketchbook here after a long time of lurking. I started this art journey as a hobby and wanted to improve. Critique and feedback are very much welcome. Started to take the 365 days drawing challenge ranges from 30 mins - 1 hr with random drawing every day. 1/365 2/365 3/365 4/365 5/365…
I started this model last week. Ive spent about 7-8 hrs on it. I still need to work on his jetpack. He is 2800 polys at the moment. Im giving myself a budget of 3000. Any Comments on the drawing or model? Background He is a Vulture Sniper. He spends most of his time on high rocky out cropping in the desert, looking out…
Paul Hellard from CGSociety sat down with Jonathan Jacques-Belletête, the Art Director at Eidos Montreal "As opposed to many North American games, the series never aimed for photorealism, but somehow the believability of its visual world is extremely potent and more credible than most 'photorealistic' games. That's what I…
The skin was created and inspired from HR Gigers' artwork which was used for the movie Alien. It's a morbid blend of organic elements combined with other-worldly mechanical parts - a fusion of human and alien parts. The rendering style derives from the airbrush which produces graduated blends, and simulate diffused…
The skin was created and inspired from HR Gigers' artwork which was used for the movie Alien. It's a morbid blend of organic elements combined with other-worldly mechanical parts - a fusion of human and alien parts. The rendering style derives from the airbrush which produces graduated blends, and simulate diffused…
The skin was created and inspired from HR Gigers' artwork which was used for the movie Alien. It's a morbid blend of organic elements combined with other-worldly mechanical parts - a fusion of human and alien parts. The rendering style derives from the airbrush which produces graduated blends, and simulate diffused…