Hi all, I've been out from the community for quite a while, trying to get back now :) In them old days I've been mostly doing 3d character art, more recently I am exploritng world of digital painting - hence the sketchbook. C&C would be most appreciated!
I'd suggest digging up a lot of ref before digging into the materials. Here's some to get you started. http://www.gwpda.org/naval/hclaspht.htm http://www.mackinnon.org/gato-diagram.html You'll notice a lot of metal and not so much char'ed beat up wood. Wood wasn't used that much because if it was wet, it would swell and…
Divi is right I was just referring to spacing everything out. This was before some of the shells were scaled. I did relax the shells. The tree I'm working on is not the one from my baitshop. It is broken into a ton of different pieces for the top branches and such so I was able to scale most of the things independently.…
For what it's worth, this has been annoying me for the last few months so I did some digging and debugging and found out that the culprit was indeed the virtual shadow maps and that I could see the clipmap/mip level issues in the debug view. Directional light popping: Debug view: For the directional light, I edited the…
Finished up this runtime bust on the weekend - Wanted a chance to put the digital humans skin/hair shaders through their paces in UE4, built them back up from the ground to wrap my head around what's going on there.
Generic Female Character Generic Male Character Low-poly realistic characters created using Zbrush for digital sculpting and poly-painting, Maya for Re-topology and Photoshop for texturing. Characters Polycount: Female 15291 Male 18395
Cool thread thanks for sharing :) Here's some tubes.. Super Ani (2D - murals and sketches) Proko (2D - anatomy/sketch tuts) Chris L (2D - figure/concept) Sinix Design (2D - digital sketch/concept)
I was thinking about it, I am taking a Digital tutors course right now on mudbox, I am not to experienced with either program. I am going to give it a shot once i am done with the tutorial series.
abertay is the founder of dare to be digital, that big student games competition thingy? so.. probably they teach you to do some game-ready animations and render off an avi to take with you. Don't know why that's so stupid?
Is this suppose to be Nazca skull or just messed up proportions ? Any reason for flat face ,round back and huge orbits ? I will suggest to get a better reference material -> images/digital-real skull or download Skull Sketcher