Introduction My name's Ryan. I'm an aspiring indie game developer. I use the alias Renin for pretty much everything online. It's been a long time since I've had an online community to call home, and I'm hoping Polycount will become that community for me. This may end up being a somewhat long post, but it's been so long…
Hey everyone, I recently started going over condensing my future projects for learning environment art. Learning from my previous project I was a little 'too' ambitious, especially for starting out and never making an environment before. Though through that frustration I learned a lot and screw it, if there is no struggle…
Hello Polycount, I don't post much here but I'm in dire need of advice other 3D artists in the industry. I'm a self-taught 3D artist that just completed my first year of university at a highly regarded games program. It ultimately left a lot to be desired and I realized I wasn't going to be learning the techniques and…
1. Since you looked at the Ultimate Career Guide already, I'd assume you'd know that there's a variety of tutorial/resources at your disposal. I'd recommend Raf Grassetti's anatomy set if you're looking to focus more on character sculpting and zbrush in general: https://gumroad.com/grassetti Outside of that, it would do…
SLOZHNY Thank you. Glad you like them :) AHRENSARTS Thanks! Oh, you know Devon Jade. Yeah, I was really inspired by her beauty. But later when a simple portrait turned into full body sculpt for image in erotic style I thought that I might get problems and started changing facial features. But still she reminds her a lot.…
He's probably referring to the fact that Maya and 3ds Max, for instance, use completely different tangent basis' for rendering normal maps(I'm not talking about the swizzle/handness here) this means that if you bake a normal map in Maya, and try to render it in Max, you're going to get bad smoothing errors from the…
@Ruz i think about these issues constantly. i hate to think that i might be a 'xyz-software' artist. its very limiting. but if you can keep a higher level idea about what you want as an artist then you can sort of dig into specific parts of a package that really work for you and not get 'stuck/dependent' on that package.…
Hey @Scotty_Did_Does There are a few ways you can handle this but I will explain the ways I know. Firstly will this be intended for game engine use? If so the easiest solution in general is to have a "Weapon" bone on your actual characters rig, located at 0,0,0. Since this gun looks very simplistic a weapon rig won't be…
Hi Dillon and welcome. Concerning the software you use, and please anyone correct me if you feel I'm wrong here, but I think it mostly comes down to what you know/what the studio you work for uses. I've not used much Cinema 4D but most of the people I know who use it work in advertising and digital media rather than games…
Most probably my last post in this thread as my character course in school is over and we are moving on to other things next week. I wont say I'm done as I would like to come back to the character and do another texturing pass. Here is what I've got now and at this moment I will consider it final. Boy has this been a…