Hey @Fronk3D, cool to see that you continued with the model. Here some thoughts on what you wrote: Sculpting: Curious to see the level of sculpting you will apply. As I see it, the subject is primarily hardsurface, so one could get away with s-div modeling. Or even paint textures (e.g. height to normal map). Clothes: I…
Hey, I was so inspired by Abanonded Colony that I had like a huge urge to make a small scene of my own for my portfilio after knowing I really wanted to do environment/hardsurface work. So I made a thread about wether a map in ut3 would be a really good showcase for my skill in that engine and the props I make. It was…
Hello all my awesome polycounters. I've been working on my stuff and would like to show you some of my things that are related to prop/hardsurface environment as that is the type of 3D art I want to do after college. I have got most of my knowledge and skill set by a pure drive and passion into what I am hoping to do in…
Hello There! I've been tasked with recreating a warhammer universe environment, with strong consideration for wear and tear, and i settled on this "Arcane Ruins" diorama from the games-workshop website: Theres plenty of bullet riddled wear and tear here, and broken pillars etc, also appears highly modular which works…
Hey there, I've been here a while mainly lurking but I do occasionally post to help or show work. I've been working on my portfolio as of late and been trying to really push the bar when it comes to area's I can be hired in and also just overall quality. I'm trying to get hired as a prop/weapons/hardsurface/env artist. (I…
Your geometry looks quite distorted in various areas. For example the communaction dish doen't look perfectly round for me. Anyway I think your approach is not wrong but you make things harder than they are. For me it looks ass if you are still in a block out phase. For blocking and testing shapes and silhouette I wouldn't…
I gather you've an interest in class A surfacing (...borrrowing a CAD term) for automotive content?...that tend to rely heavily on reflective materials in order too convey their implicit individual design elements via volume and structure, or in other words primarily a set of unique characteristics which would typically be…
here? Not as much as you would get if you were looking for, say, cyberpunk ref; but still plenty of stuff. At the moment I'd say that your sculpted details in general are quite muddy, or too soft, and as a result of that I'm struggling to make out certain components. I'd suggest revisiting the hardsurface elements that you…
Hey Varg I know you mentioned a few times here and in other threads that you work with film stuff as opposed to games. Still, I am not entirely sure to fully grasp what you are trying to achieve... I mean I understand what you are talking about but sometimes I see little relevance to retopo. Could you post some…