Job Description Hard Surface Character
Artist Visual Purple is
looking Hard Surface Character Artist, who is adept at creating complex robotic
and hard surface characters for Unreal Engine 4/Games. The ideal candidate
would have experience working with the Unreal Engine 4 and expert level proficiency
in Maya or Modo. The…
one thing that i see a lot of people do in their sculpts is large scratches or chipping. imo thats not realistic and makes the object look like a toy. but it could be just me
Saurabh Jethani wrote an extensive article on how to create great skin in Toolbag, check it out here: https://marmoset.co/posts/creating-realistic-skin-toolbag-saurabh-jethani/
Dude! I so want to see a Very cool battle royal made with these animations. It'll be so much harder to win games as the pace and everything is much more realistic.
Sculpting details is also another worhwhile modeling method, utilised these days https://www.skillshare.com/classes/Realistic-Character-Modeling-Part-07-Sculpting-Shoes-In-Zbrush/215597668/lessons
so after going through zSpheres and touching up this is where im at with the body, im not going for an extreme athlete but more realistic, im using division levels instead of Dynamesh
The wood textures are very obviously wrapped, especially on the thing over the kitchen island. Make the wood follow along the planks properly and it would look more realistic. Keep it up!
This is awesome! You really managed to get that Dishonored semi realistic style. Can't wait to see the next step. Damn, that really works? I'll have to give it a try too.
Anatomy looks super cool. How do you get in such clean shape? I struggle with stylization a lot somehow my stuff ends up in the more realistic departement.