Coming along nicely. Some parts look great, others seem a bit lazy. E.g. the dirt on the wood is too uniform and the wood grain and dirt is also continuing through elements that would normally be built from separat pieces like the base or the stairs and the grain has unexpected directions. Inner and outer edges could use…
Recently finished a cyberpunk military-police cyborg character I'd been doing as hard-surface and muscle anatomy practice. Actually had this on the backburner for a bit so I could focus on sculpting something else until recently. Can find the Artstation page here: https://www.artstation.com/artwork/LRwDvw
Happy Thanksgiving :grinning: Here's Inugami, Yokai No60 in the collection and last minor Yokai. I will now take a little break to attend to some commissions and other personal projects. Will be back on those Yokai probably beginning of January.…
Zbrush is slightly weird in that it works in generic units, rather than in defined metric or imperial. What this means in practice is that something that's 2 units tall in Zbrush will import into Maya at 2cm tall, and Blender at 2 metres tall as an example. Maya's default unit is cm, blender's is I think metres (don't…
Read mine also. So in theory (if not practicle in 3d rigging), In otherwords, Im not disagreeing with you. You speak of rigging, I speak of principle. I bow down to your superiour knowledge in rigging. However, you seemingly phrased your response as a biological response versus a rigging response in the first portion.…
Hello, it's a pleasure to meet all of you. I signed up here a few years back, but I got busy with moving etc. But now I have some time to spend with my hobby. My goal with 3d is being able to freelance and make some money one the side. And also make people happy by being able to deliver them figurines of their favorite…
You also likely wouldn't need a demoreel. Here's a good write up on weapon art for games and presentation which might help. https://80.lv/articles/3d-weapon-art-workflow/ Ultimately what you want is good quality renders in engine. While it helps to optimize I wouldn't make it your focus, i.e follow best practices but be…
Bc5 is two bc4 stuck together so it's 8bit Best practice is to not have massive wide gradients in your normal maps An alternative would be to use bc6h or whatever unreal calls it but that's very expensive
Greetings, I'm making a car asset for use with game engines. Currently, I have a 256x256 texture map assigned, to give the car model a pixel art look. The car is meant to have a LOD variation model, and a separate interior view model. It will also have different paintjob options. The entirety of the car model is already UV…
Hi Guys! :) Here I'm talking about a university project in which I had to concept a 'future tribe' character, from silhouette designs, through development stages and towards a final front and back design. This was my first Digital 2D project during my first year at uni. The idea was to create a storyline for a future…