Hey everyone! https://www.artstation.com/a/36136592 https://www.youtube.com/watch?v=TmaCgs5ubR4 Today I want to share some of my knowledge with you, more specifically I want to show you how to create a realistic Shotgun, the SR-410, ready for Game Production! I will actually show you two different methods of creating it,…
UTI Games is developing a Hero based multi Player Vs Player combat video game. We are seeking a skilled Character Concept Artist to create original concept art for our Player heros. The theme is super hero / realistic / near future sci-fi. Please apply by sending a link to your portfolio to games.uti@yahoo.com Payment for…
opinions.. there is basically no value in model viewers - anyone qualified to review the model has the same software as the person submitting it for review and they'll be better off just loading it up in that where they can inspect it properly. in the case that you want to look at finished work that needs to happen in…
Hello everyone, In this personal project, I tried to mix a bit of stylized anatomy with realistic shaders. Modeling was done in Blender and textures in Substance.https://www.artstation.com/artwork/9EyArL
Hello, my name is Jack. I represent SymmetryGames as the lead 3D Artist and Director of Prevail (our new game). Before I explain more about the actual job, I will explain the stage we are in, more about the game Prevail and other details. Game very basic story: Prevail, as I stated before, is the game we are currently…
Hey, everyone! I have some questions regarding animation systems for NPC characters walking around a scene, whether it's during gameplay or an in-game cutscene. In my mind, I have put such types of animation into three categories. Please correct me if my assumptions are wrong or inaccurate: 1: Long takes (in my case made…
Best way to present Character work would be the traditional 3-point lighting technique. Although not that realistic, it shows of the form and highlights the character from the background, focusing the viewers eye straight to the focal point - your character. Basically you have a Key light that sets the general direction of…
In my experience the procedural stuff looks more or less ok after tremendous amount of time spent on tweaking and in fact it's not so easy to make new variations since they often need same amount of tweaking again or you just get something pretty same . It's not that you could get an easy source of nice textures popping…
If you're going for props/environments its probably best to get rid of character stuff and focus on making a few really solid environments or props. I think people general advice is to focus on either stylised or realistic, so focus your artstyle on the kind of studios you want to work for. For example, if your goal is to…
Awesome man, you are more than welcomed. It's always a pleasure seeing people more open minded to suggestions rather than sticking to "Da Shit".. I apprecaite it.. So like I said the human geomatry is pretty sick. You obviously know what you're doing. She's almost 8 heads tall which is little too much for me (and I'm 6"5…