Been working on this project for a while now and decided to have it be my fear killer. In this project, I tackled my fear of grooming, female likeness, and learning a render engine like arnold. hope you guys like it, any feedback would be appreciated :) . For more breakdown shots here is the AS link…
<Update> Hey folks, Some screens of a character I'm currently working on. An ancient, rugged Elven male character, imbued with some sort of corrupting power. I'm currently texturing, sitting at 20k tris. C&C always welcome :D Rough concept Sculpt Texture progress
I'm working on a stylized statue I made myself in Zbrush and moved to do the low poly in Blender and I want to have my retopology finished and looking clean. Anyone could give me tips where to fix it and make it better?
Started working on a portfolio piece. Based on concept art by the amazing Tooth Wu: https://www.artstation.com/artist/tooth This is the concept on the Left and the blockout on the Right. Finall Finished! model…
Hello there! 3D fanart based on an awesome study of John Polidora aka Norsechowder. For this one I tried something out of my comfort zone, focusing more on hand-painted textures with a little PBR. High poly done in Zbrush, low poly in Maya, bake and textures were done in Substance Painter, the realtime render in Marmoset.
Finaly done with this i can make it better after i finish the full character i culpted everything in zbrush and textured it in substance painter rendered in unreal and maroset toolbag 3 the original concept of the character belong to Grafit StudioPRO https://www.artstation.com/artwork/XBxxnD
Final: https://www.artstation.com/artwork/wL65Y --------------------------------------------------------------- Hey everyone, starting another personal project based on concept art by Noodle Li. I plan to take this to a more detailed style than my more recent work.All feedback is very welcome!
This is my first serious attempt at creating a character from start to finish. He's inspired by Link from Zelda. I've been struggling with the hair, and would like to know if I'm moving in the right direction. The goal is to make a next-gen model with some interesting details, but maintain a fairly low polygon count.…