Congratz on finishing your first character. One thing you could improve on your next model is that the hard surface looks kind of soft and lumpy, it can help to not have a very high polycount in the basemesh for hard surface parts, it's easier too keep straight lines that way. And if you sculpt them from scratch in zbrush…
Bazt - Sci Fi Alien Character - Hi Poly Sculpt This model is the result of a CGMA class I took recently for Hard Surface modeling for characters. I wanted to go for something that had a really good balance of organic and hard surface components. I'm still currently polishing it up and getting it game-ready for the…
Hey everyone! I'm thrilled to finally unveil my completed game environment! This is a small-scale reimagining of the iconic Roundtable Hold from Elden Ring. My goal was to improve and demonstrate my skills. I introduced archways with statues (inspired by the original concept art), as well as a grand staircase with a runner…
Thanks for your feedback. I'm sending CV to non games/entertainment companies to have more possibilities but they are harder to find. Do you know any sites a part from the usual glassdoor and indeed? Regarding my works I usually make environments and hero models like hard surface objects or hero props. The materials are…
"Best result" seems subjective. Have you tested the textures in numerous lighting conditions and/or outside of Unreal to verify it's a gamma issue? The only reason you set grayscale textures, or anything used for math, to Linear is to tell the editor to not apply a gamma correction to put it into linear but instead use as…
Some really nice work, it feels like the earlier images suffer a lot from surface property definition with your typical glossy game character look, but as I continued down the images it just got better and better. I would pick out a few bit of work as top notch but would probably drop some of the older work if its…
Consider it this way: Every surface have reflection, not matter how you think it is matte it still reflects light ((that's why we see colors, and why during day your room is bright). What you should do is use dark metal texture, with pure white specular and gloss (roughness) maps, to see how it works. From this point…
I'm not familiar with those videos but I would focus on overall gesture first before delving into just the head. The head anatomy is absolutely essential of course, but learning proper proportion and anatomy of the overall body comes first IMO. One suggestion I do have is instead of focusing on a drawing tutorial, I might…
the engine i'm using does not support decals in that manner. so it's all the old school way, without vertex blending or other tricks. i've been having trouble finding some decent hard surface texture examples other than the usual always-floating-around tutorials. texturing big areas is always a challenge, because most ot…
PBR is not a new technology introduced with PS4/XBox One, it is just an other approach to render photorealistic images. It depends a lot on the capability of hardware, in a way it is like the transition from hand painted texture to normaled textures. You dont need to paint all the information for a surface (in this case it…