I think a lot of it is simply understanding where the bar is at. A lot of artists and animators can have a good sense of where the pulse of the industry is at without needing to play games. They can look up the Uncharted 4 art dump, or open up Grassetti's art station page. That said, a more cerebral understanding of how…
Tobbo: Yeah I know I shouldn't, it makes it easy to feel complacent with my work when I feel it's better than other students, but as you said, I should be competing against other industry artists. Thanks for the firm reminder. I actually have a lot of really good artists portfolio's I like bookmarked, and I take a look at…
Be sure while you are painting and presenting hand-painted models that you enable flat shading (disable viewport lighting). Painting with viewport shadows enabled gives a false sense of lighting which game engines won't have (they have lighting obviously just not the way it appears in the viewport). Additionally, the…
itsmadman - i'm not that amazing, thanks for you kind words :) Santewi - thank you! recently i always use tablet to draw textures, but in the past when i started to work in 3d industry i only used mouse for some time. as for hand painting and hand painted textures, i'm not a pro, but i can say if you are interested in hand…
hi everyone, recently i discovered kuadro from a online video. its a really handy tool for artist that work with reference images. so i was thinking if maybe you guys know some interesting tools to share. maybe we can put a list together for all the artists out there who wanna improve on their workflow. here is my list so…
Not to shabby, off to a decent start. Crits: Hands: Anatomy and deformation should guide you as you layout your loops. The hand is a little lacking both =/ - Fingers radiate and fan out from the wrist they don't jut out of the wrist like the prongs on a pitch fork and they don't line up on the first knuckle like sprinters…
How are these normally handled? I've made a substance for my concrete, but I'm unsure how to add the lines inbetween blocks. Would I model them, then bake them down to normals/AO; leave them modeled; work them into my substance somehow? I know there are tons of ways, but I'm asking how would you do it?
I'm getting quite frustrated with making walking animations, sneaking animations, and running animations. I can't get the walk animation to be natural. It's so robotic and jittery. Also, when I rotate the shoulders and set a keyframe, the arms and elbow effector rotates oddly. I was just looking at Mixamo, but it's not…
Hello Guys, I am working on my hard surface model with the work flow of quad chamfer and Turbo smooth and I noticed that one of the edges even though it is set as a hard edge after the turbo smooth and the chamfer seems to get distorted. Please have a look at the pictures below, I have tried everything I knew that could…
No I am having issue with the very back curve of the handle, I can't seem to find a way I can extrude it from the main part and maintain the curvature of the handle