My spacemouse has made a fantastic ornament for about 15 years now. It comes off the shelf every year or so and I try to get it working with software I use then goes back on the shelf I really like them and if you use software that has driver support and you do something that takes advantage of the hardware (not modelling…
Hey everyone, I honestly never expected this post to get many comments on it, and it is nice to see that I wasn't ignored. Thanks again for taking your precious time for me. Yesterday night I went to watch a YouTube video to see how to model a hand, and here is my third attempt. It isn't done but it already looks so much…
Looking very nice! We're really into nitpicking territory now. One thing i'd focus on is the Zygomatic arch, and how it leads into the forehead. At some point along the forehead a plane change happens, where the skull has a ridge, and then that part is covered in muscle. I've pointed out roughly where that plane is, and on…
Kinekun: Days with no motivation sucks but its something we all have to go through. what works for me is just opening PS and going "screw it, im just gonna mess around with stuff". The result usally sucks but atleast i drew something and the next day i feel it can't turn out worse than yesterdays stuff ^^ Also watching…
When you say light the scene you mean "sky" light or "environment" light, right? Because HDRI taken from photos usually doesn't have enough light intensity in what supposed to be sun area there. It could if you render background in a 3d soft but usually don't. So you still have to setup sun light source and environment…
@cosmicsugar For Miranas hairdo, I personally prefer the one you did for her front view. The one using a flower rose as her ribbon on top of her head, with only one ponytail since it fits her best in my opinion, it feels so elegant. The extra glove feels a bit weird since she is already wearing another glove bottom.…
My workflow is usually: - Rough low poly mesh to "mass out" the model (no detail, but no optimisation or thought towards mesh flow or deformation). - High poly model, meshsmoothed. I usually do mechanical parts purely in Max and organic pieces in Zbrush, but you can do this step any way you want. - Low poly mesh (I usually…
I am simply just adding a response, nothing more, i am not on a high horse or a low horse i like what i do and i present my own work, i do not see my work as any better than anyone else's just fyi. Dark black-grounds usually aren't that great &/or it takes some really technical eyes and know-how to get right, imho. Quick…
Hey folks, For years now I've been noticing how disconnected we are from classical art as digital artists. There is such a treasure trove of brilliant creative thought and yet we still usually go to the same 3 places as source of inspiration. The OGs have some amazing takes on dramatic lighting, environment composition or…
You'd be really surprised how forgiving larger AAA studios can be when it comes to time on an asset. If you give thorough and legit reasons for time spent on an asset or task, they will budget for it, especially for quality/efficiency/etc. Though, obviously there are deadlines, and they will not push a ship date for your…