Hey y'all, I have finally published my work but still feel like it could use some more iterations before I let it go. I'll post some images below: In this project, I also created With artwork lended to me by a friend, I also made an alternative skin: The plan is to gather feedback and re-render all of the shots in marmoset…
Hello there! I'm a new poster here but a long time polycount peruser. I got my BA in fine arts a few years back but started messing with 3D in November of last year (so I have a LOT to learn in that department.) Started with blender, which I loved, but I knew I needed to transition to zbrush and maya at some point. That…
Loving this but I believe the muddy colors get in the way. Don't make skin just darker brown in the shadows - it moves towards red due to subsurface scattering. Most shadows on skin are slightly glowing red and there is a clear red subsurface band along the shadow terminator. You can research but let me know if you'd like…
I have spend the last week working on my first environment scene. It was a lot of fun and i got to try quite a few things i have never done before. Although im not happy with the end result it was good practice and I feel like I now know quite a few things that i will do differently next time I do something similar. This…
I am trying to create a stylized tree with a leaf system like this video https://streamable.com/hl6kx6 however I can quite get there yet. These are my two attempts. Any tips?
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…
Hi guys, I'm looking for an artist to help me flesh out my isometric shooter with PS1 style graphics. Ideally I'm looking for someone who is: - Versed in UE4, understands how to optimise models and materials to be as efficient as possible - Can model low poly environments, and light them using baked lighting in UE4 - Can…
Hi I would like to share about a hero asset I have created for my Uni's game project. Im responsible for making a Hand Held Lantern that is in a horror game and here is my showcase These are my reference and direction of the lantern i wanna create Here is the Lantern I made https://www.artstation.com/artwork/nJnkY9 Here is…
Looking great so far. Though I'm thinking the legs should probably not be so well-defined and muscled, compared to the style of the concept. They look a bit more like older-guy runner's legs, lean and tightly-defined.
It's not a bad piece at all, but unfortunately your hero vine of all things looks a bit sloppy and lazy right now. It seems hardly textured and even for a mutant the melting and arbitrary growth is a bit much, in my opinion. (Thick arms grow over thin arms, flow into each other and sometimes look like they branch in all…