Hello! I'm posting here on behalf of Team Chivalry, the mod team that created the Half-Life 2 mod Age of Chivalry. We are looking to expand our team, with positions open for 2D artists, 3D modelers, and animators. Before I get into specific job descriptions, let me tell you a bit about our mod. Age of Chivalry is a first…
Thank you both for your feedback! I think it's a great idea to try to churn out a few models, get them through the whole pipeline, and worry about dialing them in to that perfection point later on. I have made a pretty fair share of character models so far, but not nearly so many that I don't need to walk through the…
Hi, currently I have to make various game ready realistic human characters, and because I'm not really experienced in character creation I can't figure out how to do a few things. Here are a few of my first questions, maybe more will come later, as things progresses. I have to do the usual hp-> detailed mesh from Zbrush->…
Hi, my name is Timothy and i'm from indonesia. I'm a beginner of technical stuff and currently a student. Recently i started to develop some scripts to help me finish my final project in my university. All of this script initially was intended for my personal use only. But i thought it won't do me any harm to share some of…
Good start, a few things you should know about sturgeon; They are a boneless fish, using a boney plated exoskeleton instead of an actual skeleton, the main places for these plates are down the back (external spine) and down the sides. But also the gill covers and a small area ontop of the head is plated too. Would be nice…
Your right, for some reason I went straight to high poly and I have no real reason why, I just thought Il remove support loops and a bit of topology after, I dont know why, usually I do it normally how you presented. Anyway its a bit late so il have to make a basemesh with what ive got and reduce it a bit or just not use…
I've been working on doing a color/polish pass on my environment textures lately, while also playing around with some vertex blending and lighting. More progress in my THREAD.
So I did the corrections and thank god for Blender’s multires system. I didn’t even have to go to Zbrush to slightly inflate the pectoralis area and the shoulders. As I’m struggling for the hard surface elements (the sort of visor that she has in the film), I decided to give myself some slack and go with P5201 hair style.…