This is my first time trying to draw non realistic. I really like Michael Turners style in general, especially of Supergirl in Superman/Batman: Apocalypse. So I decided to mash up his styles and create my own Supergirl fanart. Almost finished up with base lines/initial sketch. Comments and critiques welcomed! free image…
My favourite character is Jinx since she was first released and I thought that her anarchy/rebellious punk style needs some cyberpunk touch to it. I will try to post updates once/twice a week. However, initial concept might take more since I'm mainly a 3d artist.
Just finished this up tonight. Total work time was actually about 3 to 4 solid days.. nothing special.. but still a fun study.. started from dynamesh.. always down for crits if anybody has anything they think could improve this.. Edit: oh and the frog I observed: Low Poly-- playing with initial lighting tests to final
Hi, I'm a third year student currently doing my bachelors degree in game art. My initial focus was geared towards doing props and hard surface, because I enjoy the modelling and texturing process. During my studies I also got the opportunity to work with Houdini and I started to really appreciate the procedural way of…
Here's a demo to get you started, it's a Max 2024 file. You just need a shader in Unity that supports per-texture scaling, so you can scale (tile) only the normal map and not the occlusion. I think the Standard Shader does allow this. With the viewport set to High Quality, you'll see the untiled occlusion and tiled bump. I…
Initial video showing custom hands rigged to the Unreal Engine default VR hands' Skeleton (placeholder models taken from CGTrader, these will be replaced with Hi-fidelity glove models at a later time). You can also see an early "block-out" iteration of the Forward Torpedo Room.
Nostrils - yeah it would help, eyelids - would look weird probably. In many other cases it wouldn't help much at all. I initially looked for a solution to fix instanced white painted tire stacks not using self shadowing. Very little space to paint something black
Thanks for the response jRocket. This was also the solution I came up with when I initially came across this. I was just used to doing it with control edges and thought I probably missed a Maya setting somewhere. Isolating bevels, as you've suggested, works just as well. Thanks dude!
Got quite a bit of time to make the changes MM suggested, and a couple of other small things. Still messing around with the head size. He's having a hard time squeezing his big noggin' in his helmet after I made the initial changes...I'll get it there though. :)
It looks very cool to me. I like the initial version, it has a definite focal point, which I think worked quite well. Purely composition wise, I'd make it so that you have a focal point slightly to the right following the 'rule of thirds' or the golden mean.