thats a very clean topology tho, alway nice to see clean stuff, also can i ask for some tips for the tosol retopology, my plan was to follow the actual human topology for this tosol. im starting out at the hand first cuz i dont want to blow my brain out with the tosol. i did the head retopology tho, its very messy but with…
Guys n gals ~ I sent a message to @eXecutex with some concept suggestions and received word that he'll be stepping aside as coordinator for our beloved challenges. I'm happy to carry the torch for the time being but wanted to put this out there should anyone feel strongly compelled to take over for the longterm. Depending…
I was surprised not to find a separate section dedicated to game development, so I'm asking here. While I learned a lot about making game assets recently, there are two topics that absolute mystery to me. The first one is how to make a ground for a game. Imagine having a road, a sidewalk, a gravel/dirt whatever. E.g. here…
Thanks for the pointers guys! I definitely needed to head back over towards the stone and insert some variation in the hues and values. I did a bit of that, so hopefully that breaks up the shapes some. I also managed to add in some mossy bits here and there. I feel like maybe they're a bit strong... I dunno. Moss is dumb.…
It is really hard to find some good reference images of a cave, or I just don't know where to look :shifty:. Here's an image from diablo3, the slope under the monk: http://www.planetdiablo.com/images/image.asp?/diablo3/gallery/screenshots/monk/monkinthemines.jpg Here's an other image from diablo3, the rocks on the left…
That's fine (the belt shadows). U could, however, add drop-shadow from the head. This looks much better, imo. A lot more massive. Now u've gotta get in there and push the harder edges & the texture details back in - like the hands. Roughen him up a bit. Also, play with some more colors. Ur core shadows generally have the…
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Posting this here to mostly just keep track of my own thoughts as I try to work through this. I want to make a little character creator for a dragon in Unreal Engine where users can flick through different body parts like horns, spikes, wings etc. As well as being able to select body colour and different markings. This is…
Hi everyone, Today I released the Alpha version of a tool I’ve been developing called HardCuts. HardCuts focuses on fast hard-surface concept modeling using voxel booleans and parametric shapes. The idea behind the tool is to make workflows like these very fast: • blockout shapes • boolean cutters • base mesh creation •…
Hi I’m looking for some advice on how best to approach hand tertiary details, specifically on the palms. What do other game character artists do? I mean, for something like the palms, which may not be seen up close, unless you see a character’s hands in a first person shooter, do other artists try to capture all the finer…