I am trying to create perpendicular edges partway through a square-ish shape. I want one edge to be soft, and the other sharp. My first attempt: With this attempt I thought to pull apart the edges on the soft edge, so they diverge away from the hard edge and minimize the issue. The topology: The Issue is that I still get a…
I felt that the deep fake definitely shows subtleties that were lost in the redesign. Its not too different from overlaying photo reference on the model and checking for inconsistencies during modeling and at rendertime. And of course it can't be 1:1 but I don't even know what they were thinking with what was eventually…
Howdy guys Hope your all well,anyway I have decided to go the route of an enviromental object artist,kinda like asset artist as you will. (u may now tell me whether this is or is not a good idea ) Now onto my But.... How do i get started and what kinda things should I concenrate on?? Ive recently been trying to model half…
Curious how to sculpt this base mesh to look more cartoonish/stylized. some of you probably already have an idea what I'm trying to go for if you've seen my previous posts. Base mesh: Some screenshots of what I've sculpted so far, I'm thinking about starting over (I forgot to use morph target when I started). Some of my…
I (programmer in Unreal Engine) would like to cooperate to make game asset packs that also have functionality and can be used out of the box by the customers or easy modified and adapted. For the design and modeling of the assets I am looking for a versatile artist that is able to do concept-art and build models in…
To everyone who applied for our role, thank you! We’ve officially wrapped up interviews and found someone we’re excited to move forward with, but we want to pause for a moment to acknowledge you. It means so much that you took the time to share your work, your story, and your interest in what we’re building. We saw so much…
Hi there. Thank you for your feedback. I did consider mirroring the to sides of the blade but there was a baking error. I actually want the edge where the side transitions into the back of the blade to be seen as a soft edge instead of a sharp edge as seen below This meant that I had to make the set of polygons as circled…
Solid progress! One comment, if you don't mind: some of your object edges are super sharp (the edge of the thumb-tuner, the nut around the base of the tuner bolt, etc). When modeling, the edge thickness you aim for can vary depending on what you want your final output to be (a normal map for a game mesh? Realistic model…
Pretty nice man! I really dig the silhouette on this, since you plan on starting over on the texture, I would really take a stab at better use of the UV shells. I feel like you could get 25% the resolution gain if you really pack it n tight. What I find works best packing, is to to initially look at everything zoomed out…