The thing that seemed off to me about this is what ever happened to a talented person writing a tutorial? I remember the old Varga tutorial from that one Domwar. I must have went through that thing a hundred times over the course of a year. So much to learn from just looking at a guy who documented his workflow. In fact,…
We're searching for a talented 3D Artist to bring our 2D character concepts to life. This role is perfect for you if you love: * Creating stylized characters. * Sculpting dynamic and detailed muscles. * ZBrush is a must. * Passion for anatomy and muscle sculpting is a plus! Budget per character $150. Interested? Please…
Anyone else going this year? Would love to buy you a beer! I'll be presenting our working group’s latest work on the industry creation guidelines. glTF & 3D Commerce: Unlocking New Possibilities for Real-Time 3D, at the Fairmont Waterfront, Wednesday 10-noon. This is a Birds-of-a-Feather, one of the best ways to talk shop,…
So this past week or so I've been busy (read: relaxing and taking it easy not doing 3D at home) as I wanted a little break (sue me!). But today I jumped right back on the horse and busted out the full-size fence piece I'll use to do the perimeter fence seen in the original concept. The idea behind this process is this: *…
Hi there, This unwrap would not pass asset QA. Not just for reasons of texture waste but also because the parts themselves aren't quite cleanly unwrapped : you have symmetrical elements that are not symmetrical UV-wise (in other words : the "pelts" are not symmetrically laid following their center line). This may seem…
Been through several reworks of this. I did some scanning of some native plants near me and used that to rework the central plant, which I think has a much more interesting silhouette now. Also scanned some bits and bobs to populate the scene with secondary and tertiary forms. I think I'm about 80% happy with this now, the…
The usual specular model makes surfaces tend to perfect reflection at shallow view angles - mainly because that is actually what happens in real life, you just don't see it much because its hard to put your head close enough to the ground to see it (also atmospherics etc). The only non-bullshit option is to apply specular…
Massive :+1: And are you please, able to show us either mesh maps, texture set/s or uv tiles? Just personally for my own reference because this project is an inspiration so may tackle something similar later on when time permits.
Some of my observations that feel off: Model looks tilted forward too much. For static poses the base of the skull should be in line with where the heel is planted. Head and neck look too small for the body. Angle of clavicle looks too exaggerated (like a shoulder shrug) it should be straighter; makes the shoulder/bust…
Hey Ben, you have some interesting work, but I'm having trouble wrapping my head around it (if that makes sense). Your style is really unique, but I honestly can't tell if its unique because it really IS unique, or its unique because you are still learning / missed some fundamental skillsets. Now don't take that as me…