I've tried digital tutors. I found I'd sub for a month, learn some programs and then didn't find much of what they had on there that great. As mentioned, they teach tools well. I found 3d motive to be much better and still keep a sub running with them for new content and referencing if I need to. They explain why they do…
Yeah i'm aware it's there i'm refering to it going mainstream. I think pixel art has hit it's peak recently and developers will be looking for something else soon enough. And i think everyone can get behind a bunch of games that look like megaman legends. I've been considering directing some of my portfolio work to that…
Technique: 1- Poly topology good and accurate 2-anatomy most above average(hands! you do it! :) no ""child" mistakes with shovel-like style) Impression: boring, miiddle model for seconday characters in game such a crowd-people. Maybe Im handpaint fan, but no contrast between parts of cloth, no visible seams or…
I've only just recently started to do the whole handpainted texture thing you see on some of those assets. To me they still look like crap. I'm glad somebody likes them though :P The ground textures has been there for some time and I'm thinking about redoing them soon. I completely agree that the lighting needs to be…
Machine made = Sub-D model Organic = Sculpt. A lot of stellar artists work like you. It's a normal process. Sculpt some wrinkle details and folds but get your base shapes done in modelling. Theres still quite a bit of work to be found as a handpainted artist. I personally love the pixar style myself (making a sub-D…
So i'm starting to lack motivation on this on 'cause lack of experience is catching up to me, again this is my first character and just started with the handpainted stuff. Struggling really hard so i'm thinking of my options... Wrap it up, call it done... forget about it and start doing new sculpts and new characters... or…
@renderhjs Maya has a tool that aligns uv vertices on both sides of a seam, any chance you could replicate this? It'd make texturing pants etc. much easier in Substance Painter, where you'll often map a tiling texture rather than handpaint patterns. edit: 'Select Bounds' has the same Tooltip text as 'Select Overlapping'.…
Working on nailing down the atmosphere and lighting. I was having a battle royale with Unreal's dynamic shadows in this project. A lot of the smaller details wouldn't accept shadowing at all, and cranking down the shadow bias left huge ugly artifacts everywhere. I figured out how to get the spotlights to behave with shadow…
I'm with @BucketOfNuggets Thick is cool, but thick is almost ridiculously heavy for real life. The combat ready steel shields they actually made are surprisingly thinner than what we conceive of fantasy armor usually. Think Witcher 3 for a good example of realistic metalwork. Thin it up, and exaggerate how thin you…
love your handpainted stuff! really nice! 2 crits: the skinny ladys head is to big. i think its smaller in the reference. and a more personal taste crit; the soft brushes you use to make fog and stuff in your enviro paintings dont go well together with the hard, sharp brush you use for everething else. i would use a hard…