@JadeEyePanda Originally i was looking into characters like "The Samaritan" But the complexity of his costume seemed a bit too much for a first attempt So I found some other more generic characters anstead @SCarr Thick from the side, I can see what you mean, As if hes got a fat head overflowing onto his neck, I did have…
Hello Everyone, This is a WIP of a character I’ve been working on for quite some time now. This is the completed high rez-model. Feedback would be much appreciated. Thanks
Hi forum! I did this character in Zbrush just for the fun of it. I built the base with Z-speheres and took it from there. I didn't do any concept before starting out, I just wanted to do what came over me. Feedback is appreciated! :) I hope this is not offensive to anyone here. Thanks! //Jim
Hello all, This is an angel character I just finished who had her wings cut off. I'm still learning so any tips about anything I could have done better is appreciated. 2198 poly and 3951 tris. 2 1024 colormap 2 512 spec 1 512 alpha jason
Hello, I am a 3D Artist specialized in characters and creatures. Software: 3ds Max / Blender Marvelous Motion Builder Substance Designer / Painter ZBrush Photoshop Unity / Unreal Engine Check my portfolio for more stuff Thank you.
Hello everyone, happy 2019! I was hoping to get a little feedback on a game character model that I've been working on. Please let me know if there are any other views you'd like me to take for better clarity. Thank you!
Hey guys I was just curious as to what are generally accepted workflows when working with character models requiring multiple level's of detail, especially with regards to retaining the same uv sets. Any nudges in the right direction would be appreciated. Cheers
I've got a character that's ready to be rigged. He's got a sheathed sword on his hip, and only draws it when he attacks. So how do I rig him so that the weapon can move between the scabbard and his hand?