Been working on a Tardis from Doctor Who for a while now and gotten a bit stuck. For the most part, I've stuck with the design from the 10th Doctor's Tardis, as seen in the image below, although I've taken some freedoms here and there and tried to make it a bit more worn. At first, I was thinking about making it quite worn…
Hello everybody, I worked in the last period of time on an 3D Model and I want to show it to you. For the reference I searched in google for an old phone and found something very nice looking and I decided to go for it and try to practise a little bit more on my modelling, sculpting and texture abilities. I hope you guys…
"My commands shall echo forever in their dusty skulls." Finally finished! This is my entry for Retrogasm 2018. This guy is from Lost Kingdoms on Game Cube, a game I used to play all the time as a kid. The necromancer always stood out to me since he was the first serious boss fight in the game, and also terrified 10 year…
Hi there, so...I'm Sylvain Castelanelli aka Raven, french, 2d 3d artist and I've entered this contest to pay a tribute to my very first comic influence : Mr Jean Giraud aka Moebius. The concept is pretty simple, the celestial throne from which Moebius's watching over all of us artists, spreading good vibes and inspiration…
Hi guys, I would like share with you my final version of The Unsullied character that I modeled during my first study period. The aim of the project was to build a high poly model in Z-brush and a game ready low poly version. Base mesh and anatomy were developed in Z-Brush, all hard surfaces props and leather, as well as…
Hello my name is Manuel. I am more of a generalist, I like to tackle of aspects of 3D art as needed by the client, from modeling and texturing, to animation. As you can see from my portfolio I favor stylized art, but I can do realistic style if needed. My prices are indie friendly. Deadlines are very important to me.…
i would suggest not to bake normalmaps inside zbrush, it doesnt handle normals well, whats its native tangentspace anyways? whats your target engine to present the asset? dependent on that there are a bunch of options. say you wanna present in unreal or unity, you can use dedicated bakers such as marmoset toolbag, or…
Hi. I'm working on rather complex models with lots of heavy highpoly pieces. When building the low poly I like to go little by little, and do in between checks with a quick autounwrap and a test bake. Now this process is quick because I can divide the highpoly stuff into smaller chunks and save those individually. The low…
Then you should focus on what you need to showcase in your portfolio to get a job like that. In games, things need to be optimized, baked down and they have to work within a game engine. I'll give you an example for that glove you linked: You could create the highpoly glove with Maya and ZBrush. Then retopologize the…