Hi guys, I am participating in Bio-Machines Challenge at CGArt.ir. so I create this thread for showing my workflow and sharing my work in progress images. the judge will be great Scott Robertson, he is robot and vehicle designer. 40 days passed and i have 50 days left to create a robot. i will tray to update my thread…
Hello guys, I would like to know what is the workflow to model a building with only drawing plan? Yes, no cad file. And my drawing plan has scale 1:50. Is there anyway to import the drawing plan as a reference but with exact scale as it is in drawing plan? Such as the width or the length of the walls. I tried to import the…
hello polycount ! it's done !! i have finished a big personnal project. I'm very proud and happy to show You my fanart of Chappie one of my favorite movie i have learn a lot with this project specially with the boolean it's a powerful tool ! I have spend aproximately 50 hours of modeling and Uv for the head Hope you like…
I was playing around with shading... I had a rather ugly drawing of a big gun and decided to redo it in Photoshop since I liked some things about it. This is it, I call it BG 7. It's my attempt at making a big gun. I shoot 50 caliber rounds. I probably should of looks them up though, to draw them accurately Let me know…
I guess I'll just use one thread to post whatever I'm working on. Here goes first post: I had to do a 'severed zombie hand' for a freelance project. I had about 3 days to do it, start to finish (including rigging). I had to work at night because I just moved into a house without air conditioning (In Arizona!! like 50 days…
Wonder Woman sculpt loosely based on Bruce Timm's Illustration. Made entirely using Zbrush. Polypainted and Rendered in Zbrush with Render composition done in Photoshop. To achieve Rim effect in Zbrush I first did BPR with Polypaint and Matcaps. Then I changed all Sub tools to Fastshader Matcap. I added a new light (Spot)…
I do level design for many years in unreal and recommend you to break down that whole to a few unique pieces as copies of such static meshes cost nothing in unreal. e.g. one of those standardised seats also u might use LODs for the further away stuf f like clusters of seats.that whole statdium should requinre not more than…
That really depends on the game. Characters in modern pc/console games are pretty high poly(they can be in the range of 100k or even more). Assume an open world game with a lot of npcs. Assume that they are all just 10k and have 50 of them in a town. Assume that they have blendshapes too which increases vertex count. Now…
I recommend sticking to character modelling if that's what keeps your fire burning. Since you're a recent graduate, you can spend the next 3-6 months to improve your portfolio to increase your chances of landing a job. Perhaps convince your relatives to let you stay with them for the time being. I recommend creating 1…
These latest images and compositions are really exciting. Feeling a little busy, I'd suggest making a large scale rock that you could vary and t-shirt size your assets somewhat. Ideal ratio of Lrg (50), Med (30), sml (20) details. Right now I feel like you only have xsml, sml, and possibly a few med assets comprising the…