Hi! Looks like a cool project! I think proportions/anatomy don't quite match up with the concept and the stylization falls short in areas in terms of boldness (hard-surface parts) and definition/sharpness (folds). I recommend breaking down/ inspecting the concept in an image editor to get a better understanding what…
These are just my two cents from the perspective of a stylistic prop artist, but hopefully some of my words might help a little! As others have suggested in this thread, in regard to not having experience, you could always try your hand at freelancing/commission work for indie devs. While they may not be able to provide a…
Normal maps in this model are used only for the wheels. The rest of it is modelled straight as the final lowpoly geometry. The only quite unusual thing (i think) about my workflow are flat, double chamfers with a sharp profile (so they are just loop cuts, not real bevels), so they affect shading, but don't reshape the…
well, uesless in tradional retopology sense like the way topogun is used. you can create a lowpoly base in topogun and transfer subd levels from topogun to mudbox. if i am going to retopo inside mudbox and i am not even able to define the topology 100% to my needs and have to stick to a dense starting base mesh then it…
I forgot to mention one other thing about normal maps and beveled edges. It's good practice to exaggerate any bevels on your high poly model so that they show up better on your normal mapped low poly model. This becomes very evident once things are viewed from a distance in game and the textures are being mip mapped. Right…
They wrote an article in GPU Gems 3 about DOF. They set the near/far blur ranges independently for the POV guns separately from the world. I'd say the reason the hand is in focus because it's about the same distance from the eye as the iron sight are. The world has it's own DOF settings: if they didn't the near stuff would…
The more sphere less corrugated metal reminded me of THIS art tutorial I use a lot. Useful stuff. I like your version Vig, it's cleaner then mine but it feels sorta too realistic, not sharp enough for what I am going for. It's like the opposite end of the spectrum of mine, I need to try and find a nice middle ground…
I am sculpting a trench coat in Blender, and I am having a terribly difficult time finding the topology necessary get sharp looking rips into the fabric. Every solution I try, like this one for example, will usually produce sharp edges at the bottom of the "triangle", but the top will smooth out into a round shape. This is…
Hello, I would like to share a project inspired by Star Citizen and Subnautica I’ve been working on as part of my learning experience with Unreal Engine and improving my environment art workflow. There are still areas I’d like to improve, but I learned a lot from the process. The full project on my website…
Hey guys Since I asked that question afew weeks ago,soemthing that all new artists ask...along the lines of "how do you guys get images and textures so sharp?" as im one of the many that just can't keep face textures or digipaintings sharp. So one of you guys answered me and suggested just using a hardbrush and painting,so…