OK. What you wear isn't as important as what you are bringing to the table as a talented person who can communicate through an interview. You could wear the most perfect interview clothes and still blow it because you jibberjabber like a fool. If you dress a little too formal, or a little too informal that might be noticed…
Hello again! Just a small update on the general goings on and the Rat-squire design I am working on. First off: I did some sketches, a little bit of anatomy and some more rats. These are the highlights: Sketching in digital is super messy and hard, even with a cintiq. But I press on, the results don't look as refined and a…
There are some perks to having actual simulated pieces of cloth. They work naturally with UVs and setting up textures for different fabrics, they're fast to adjust and iterate with and you get some nice seams for free. If you ever need to change things at a later point you have the actual cloth simulation to go back to.…
Looks good. The one thing that sticks out to me is the cloth top she wears. It feels like it is floating and there is no weight behind it. I know in the concept it is pretty flat across but in 3d it doesn't feel realistic. There's a piece of metal/gold in the middle, but it isn't weighting down the cloth at all. There is…
Hi, I've had many questions like this when I first started character creation; dont worry :) I'll post a workflow - whether this is "adapted" or slightly changed for different users; it varies but it works fine for me :) Maya * Create Base Mesh Zbrush * Sculpt Base Mesh to ensure correct proportions and anatomy Maya *…
I'm not a character guy, but I really like the design for the first guy. It's a nice blend of mechanical and organic elements. There are a few areas that could use some work though. For instance, his chest shows hard edges and is clearly defined differently than the rest of his clothing in the high poly. When texturing,…
Very nice! I think some of the things could have benefitted being seperate meshes in the high poly scupt, when it is done like this leads to soft edges where the clothes meet the skin, probably the biggest example is the neck ring. That being said it can take alot more work than is realistic with negligable improvment,…
Hi to everyone, my name is Alexandr Novitskiy and this is a short breakdown of my latest work “Lost Undead”. Project artstation is here. In this article we will talk about steps which can make your work closer to a very best result. Today we will talk about: concept, silhouette, texturing and cloth, rendering. I wish to…
Thanks, yeah i like it too, took awhile to customize the masks to it (learning the settings i had to use) and the lighting to play nice with it. This "higher caliber stuff" takes a bit for me to wrap my noodle around, took a break to get some "fresh eyes", on her again to see what may be needed as far as touch ups go. If…
Hi, I worked on this original character (ZBrush sculpt) and now will be working on further texturing him in substance painter, rigging, and animating him, and making him a playable character in the Unreal engine. This thread will document my progress. I originally made the Hippo Warrior’s UDIM texture set 2048
x 2048, and…