Think I'm gonna annoy a few die hard fans here, but lately I've been getting sick of the generic FPS - there's always one coming out and more often than not they're set in the World War era (don't get me wrong, I don't mind a good WW shooter but there's only so many times you can storm the Reichstag until it gets a bit…
Taking some time away from the final to work on another module. It's not a game art module, so what I produce doesn't have to meet any specific standards, but rather it has to be relevant to what we were taught, in this case the module is media discourses, and my chosen area is realism. So I'm creating a stylised scene,…
The tufty hair and lanky limbs makes me think of a maned wolf rather than a fennec fox. Not that that's necessarily a problem. If you really wanted to push the Fennec foxiness, I'd be inclined to change it up a bit. I hope you don't mind, I did a quick sketch over one of your concepts. They're pretty distinctive looking…
I had seen a news special about this in september. American doctors refuse to do it, because it can lead to a serious eye infection and blindness because when something is caught in the eye, the eye trys to push it out. This thing is pretty much attached to the eye, so the eye can't push it out, but it wull buldge around…
Yeah I think we will always need to keep the AO baked into the diffuse until self-shadowing normal-maps become the standard. Since currently all you really know is whether the direct light is hitting the pixel or not, but this doesn't take into account any "overlap" or "protruding" detail you want in the normal-map, unless…
The body is still too unfinished to crit so I'll talk about the head. Looking the concept (that is very styly ) I notice that your 3D work looks more like some velociraptor than as your concept was. Maybe you'll transform this after, I let you do this the way you feel. An advice I can give you is to post the wireframe for…
TU Dresden Immersive Experience Lab (IXLAB) is seeking student 3D artists (generalists, world modellers, technical artists) to create worlds, creatures and characters for our XR projects. Desirable skills and experience include: * Environment 3D modelling and texturing (e.g Maya, Blender...) * Modelling from the real world…
We are an Indie team of 2 guys working on a TopDown RPG game. Our art direction is stylised. We would like to have a character with a similar style and shape : We need : - High Poly of the Character without equippement ( ZBrush file or fbx / obj ) - High Poly of a similar Sword and shield ( ZBrush file or fbx / obj ) -…
Hello Polycount! I've just started working on my second 3D character sculpt. I usually keep everything to myself while im working on a new project, but I realised thats just dumb. So I want to share my progress on here and get some valuable feedback throughout! So I drew this small bust a while back and decided to make a…
I'm trying to learn more about 3D art for game development. I'm using the website digital tutors which is so far really good (1000x better than that lynda.com site at least). http://www.digitaltutors.com/11/training.php?tid=25&cid=106 This is essentially my plan of attack. - Simple Geo Prop Creation & Texturing in 3ds max…