Hi! I've been working on this personal project in my spare time of an old medieval market diorama. My main focus for the piece is to work on my set-dressing skills, but alongside this I thought it would also be good to practice lighting and 3d asset creation more. In the centre of the diorama there will be a well which I…
Hey folks, a little nervous to post here, but I guess we all started at a noob level at some point. I created my very first realistic(ish) human portrait these days, trying to figure out xgen/hairrendering/and rendering in general along the way. My gosl with this was to get to know some workflows in regards of hair…
Hello My name is Hasan and I am a freelance Character Artist. I specialize in modeling/sculpting/texturing of realistic and stylized characters/creatures . I am available for freelance at the moment - 5 years experience sculpting highpoly characters in Zbrush . - Process and polish scanned data for both in-game…
Here is my own interpretation of the fantastic character created by Fiona Staples, creator of SAGA. <a href="https://fionastaples.tumblr.com/">http://fionastaples.tumblr.com/</a> "The Stalk was a Freelancer from the planet Demimonde, assigned to track down Alana and Marko. Her orders, like those of The Will, were to kill…
Ok, first off, THANK YOU for sharing these! The enviros are astounding. No denying that. Everything about that is just amazing. The mood that the lighting sets. The reflections on the water. That moss. Holy zeus, that moss! You artists did a FANTASTIC job on it all. Like Adam said, you should all be proud as hell for being…
FUR = CONSISTENT CHEEKS = BEHAVING ASS = PERFECTLY LIT I'm absolutely thrilled to share that the two issues I had when I started this thread have largely been solved. I've learned that grooms only work with stationary and movable lights, that areas that deform significantly should generally have shorter fur, and that you…
As a best practice better to have good optimisation, though I can't say for certain that all studios use it the same way a portfolio is expected to show it. Like with games that are multiplatform, optimisation is automated, they use a program to scale models down so its unlikely you'd be doing any real optimisation to…
Been working on working on the cloth materials for the marketstalls along with this table cloth asset. I'm in the process of creating some hay assets next including hay bales, piles and a thatched roof stable. I've been debating what method would be best for creating hay and I'm going to create 2 tests to see - Test 1…
Celes - Final Fantasy VI - UE5 (fan remake): https://www.artstation.com/artwork/g8blV8 I'm a 3D Character artist working on various game titles in Japan. I just finished a massive project remaking Celes from Final Fantasy VI in Unreal Engine 5. I was inspired by the work done on Final Fantasy VII Remake, and used those…
Define next gen fully here before you start. People wrongly use "Next gen" to refer to current gen technology. Or do you mean the likes of the U4 samaritan/infiltrator demo? That's technically next generation media. So go, define next gen with poly counts, maps and everything else you believe your definition needs. As for…