Thought i would try some quick fan art. Honestly, the purpose of this is to speed up my work flow, without getting bogged down by too many steps and create some stylized fan art for one of my favorite games. Reference: Currently: Wires: Still need more refining and im hoping to have it finished in just one more solid…
Hi everyone, I wanted to introduce myself and also share a project I’m currently working on. I’m Dan , a self-taught hard surface 3D artist, and over time I’ve mainly focused on modeling props for games. Most of my experience comes from the more traditional low poly / high poly / bake workflow, especially for smaller…
I would like to get some feedback on a couple of hard surface props I’ve done recently. I know that as an artist it can be hard to see past the fact that I created something ‘cool’; and truly see that object for what it is. So, with that said, I would like to post a self-evaluation of where I ‘think’ I am.. and then get…
I just graduated recently and I would really like to be an environment/texture artist for a game company. I usually lean more towards next gen modular assets using zbrush to sculpt and polypaint a lot of the texture. However i have always loved and been a fan of hand painted texturing and have always been jealous at the…
I'm trying to model a hand holding a cigarette but I'm having a lot of trouble getting it to look right. I'm not worrying about details at the moment, only the general shape of the hand and the fingers and I'm very unhappy with it. I'm trying to get it somewhat similar to this. Any help is appreciated.
This is a kinda stupid question, but I was wondering how lowpoly hand uv maps are most commonly done. I usually try to planar the top/bottom with fingers attached, and if possible weld one side of the hand together to lessen seams. is there a better way I should be considering?
Hey, I have been working on this hand for about a day but before I texture and rig it I have to have your opinion first. I know there is a missing finger, the model is for a fps game I have been working on (don't ask). I appreciate feedback especially when this is my fifth hand I have created in the past month due to…
Hey thanks for the reply. The hands are separate elements/objects. I've detached them checked the scale, it's at 100. reset x form anyway,reattached them to the main model then reset xform to the entirety of the model to no avail. Could the hand topology geometry or pose be causing this (it's not the best). I can rig a…
Hey there, Razz. You're starting out in a good direction, really selling the shape and starting to get into some lighting information. The things I can say is that some of your details feel a little sloppy, and rushed. I would recommend you look up real wood planks and figure out how to add similar details into your…