My steps and vision for vehicles to explore other planets and moons for potential terraforming: I started my design with plasticity, blocking with basic forms with main idea for chassis : Other steps are just polishing and refining and switches to working ideas: blocking by materials to define shapes more specific:
Gonna pop in here for a minute, just rattle off some things. First - to me, your main issue is consistency. Ignoring the death metal logo/any font and just focusing on the rest of the image you've got - it doesn't read to me like a consistent, confident style. You've got parts of it that scream web comic and parts of it…
This week, I refined the UVs and began the initial texturing pass in Substance Painter. The focus was on improving the UV layout for better texture distribution and for establishing the base materials and surface details.
Ups.. didn't see this before posting in "How the f.." .. :sweat_smile: But found almost the same model :grin: Hmm.. how do analyze usually any form.. and yes "simplifying" a form and subdividing it "later" helps. Also "retracing" some outline and connecting to faces can be a way to get some proper base to refine later.…
Hi all, I’m looking for a Unity technical artist to support an unreleased immersive astronomy experience currently in development. The initial engagement is focused on creating a high-quality real-time visualization of a complex astronomical structure. The visual needs a convincing sense of depth, layered translucent…
Hey I'm not perfect at this either but a few things I see wrong. The nose is a bit too bulbous and defined at the tip. The bridge of his nose is not defined enough and too lumpy. The nostrils aren't showing enough (bad reference since it is in complete shadow) which makes it look like he has a hook nose. But part of that…
Greetings! We are developing a premium browser-based 3D configurator for fiberglass swimming pools and are looking for an experienced realtime technical artist / game-ready asset specialist to assist with optimization, retopology, material conversion, and realtime rendering workflows. We need someone who specializes in…
Overall she's looking good, but still a bit "mushy". Your low-level, big shapes are looking good, but you need to get in and define the medium level shapes a bit more. I'm not saying that every muscle needs a sharp delineation, but a a bit more work at this level before you get into high-frequency details would go a long…
Reminds me alot of Kev Walker's Myr design for Magic:The Gathering- Mirrodin. Here's a decent Low poly Limb Deformation guide by poopinmymouth. I'd recommend using the dual edge loops in the center, doesn't add too many polygons and the extra points can further define the joints. Refine the feet more, the edge loop running…