That PA article really set me off a bit, rant incoming: A lot of this is coming from people having personal social media account publicly accessible, mostly twitter. They share personal info and often every stupid little detail on there, as well as apparently read every single thing that comes back to them. PA starts of…
Looks like a great start! The texel density seems to be a bit inconsistent (maybe exacerbated by the perspective). The top of the table might be justified if you know for sure you'll stick with the softer marble texture or if it will be covered by a table cloth (doesn't seem like it in the concept, though) but maybe you…
@kanga Oh sorry, Yea I'm not really going for any realism this is more stylized that's why the chin is sharp and the "Female proportions" are large. But yeah ill add some more definition to the arms! What do you think about the Outfit/Design? I'm going for Black Leather/Latex is there a "Leather Sculpting pack" you know of…
Hi everyone! My name is Annie, I'm looking for some 2D or 3D work! I specialize in painted stylized concepts and textures, as well as low polygon modeling. If you are interested in hiring me, please reach out to me at anniem@royalsharkart.com ! My portfolio: Royal Shark Art My blog: Royal Shark's Art Here's some of my…
In this dev log, he goes over his rules, as well as his way of UV'ing and texturing: https://youtu.be/9OmnsnopobM?feature=shared&t=1188 Starts at 19:35.
So before applying the material in to the mesh in engine it looks good? Interesting. Perhaps you could share the assets, so the situation can be reproduced.
Cars were baked from HP to low with tile rust and paint and masks. You can tell if you get up close. variations were done with a tint that can be placed per instance. Some interiors are shared, tires are shared also, or use one texture atlas, some windows were also shared. For those shots your seeing the cars could have…
Hello to my fellow polycounters! I’ve been working on a character in the evenings after my day-job, in hopes of pushing my portfolio forwards. In the past I’ve either had a fairly generalist portfolio, or the chosen designs were not visually strong. I’ve reflected a lot lately, and decided to push forwards with a stylized…
Your work is stylized, so it really depends on what you are going for (so just take it with a grain of salt), but personally for me I think I would make the eyes be placed a bit closer together, and the chin not as sharp. I did a quick draw over in Photoshop.
I'm working on a Blender model using Bevel+Subdiv pipeline and I stuck on a problematic element. I want to make a "ridge" that smoothly flows into basic shape but has sharp edges along. However I can't find a topologic solution to perform that without artifacts (which is critical on Bevel+Subdiv pipeline). I really need…