Sculpture done in ZBrush; I have the body mostly how I want it, any critique would be appreciated, got the tentacles where I think I want them too. This could change depending on how the props fit in. I will be adding some weapons and minor armor elements, depending on time. I'm adding suction cups on the arms, fleshing…
Don't use posemaniacs. Use real human ref. Harder to find, but 3D models are not accurate. They do not deform correctly nor do they have physics or weight, plus you're totally flattening out stuff that's in perspective because of various factors, but lack of proper depth perception is probable one. Pixelovely has a…
I wanted to be a character artist when I got out of school as well, but I was no where near the level I needed to be to land a job. I was just not good enough at nailing anatomy to get a job in a reasonable amount of time out of school as a character artist. It is very rare to even hear of a jr character artist. most…
Hello sponge. - First off, nice work with the guns. - In terms of art style, I would pick one you're both comfortable doing and good with. If you have different art styles amongst the pieces, and you apply to a company. Example: You apply to a Call of Duty studio, but you have alien aircraft/characters in your portfolio.…
Welcome! You've got some really great enviro props! The textures are really well done. Crits: - The wolf is pretty bad, I would take it out or burry it really far down the list but not put it at the top. The overall shape looks like you modeled it from what you "think" wolves look like instead of what they actually look…
A mix. Simply using a tiling texture for each mat type would work, but it's low effort and kind of meh looking a lot of the time. For a load of props, unique/atlased RGB masks might be worth considering. So a mix of generic tiling materials, with a mask to blend them with context to the object. an example for metal it…
xNormal with compute binormal unchecked but checking it in painter seemed to make the normals display the same. I also tried rebaking after doing the previous mentioned with it checked in xNormal but no difference in results there. Most likely becausethis prop has a lot of split smoothing groups in comparison to the other…
This just shows how valuable critiques truly are. I completely overlooked the proportions for the tool box in relation to the keypad. Wow! I probably would have went my whole life, maybe remembering this tool box, and never realizing my mistakes. Definitely awesome feedback and I will take all of this with me as I work…
Based on a bit of the feedback I've been receiving, I overhauled the lighting and sized down the table. As for my process, I worked in 3DS max and maya to create all the wall/door modules and props. The architecture was textured with tileables I made in photoshop and substance designer. I heavily drew on google maps…