going out salsa dancing too many nights per week, dancing with some girl for a bit, and then watching someone else try to dance with them and fail (takes quite a bit of practice to be able to make some 'not so good' girl dance well)
Hello, My name is Fatos Tahiraj, I am aiming to become a good character artist. I will share my practice and personal projects here. Thanks for passing by. Here is my fan art of Paul Richards's work. https://www.artstation.com/artwork/Xk3Gl I am still not happy with the feet and will improve them.
Hi there polycount, new here and told myself I'd post my next project to join the community. Turns out that next project was the ArenaNet test. Been picking away at it for a while now. I don't think I'll make the deadline but really wanted to this for the practice. This is what I got so far.
I'm trying to match the art style of The Witcher 3 . This really was just to practice my lighting and foliage creating workflow but I got carried away and decided to take it a bit further. Comments and suggestions? Made with Unreal Engine, Speedtree, Maya, Photoshop, and Crazybump. Video link is at my Artstation.
Hello! I've started working on stylized shield just for practice, planning to do sculpt and make mixed style with normal + diffuse map. Here is some block out and my concept, i hope you'll like it :) Rough model, it will be replaced with optimized and clean one :) Updates here:…
Hey guys. I was reading that if you turn greyscale textures in UE4 to TC_Mask and have sRGB off, the result would look close to what you see in 3DO. The threads I saw this in are pretty old, so I was wondering if this was still the common practice or if DDO > UE4 is a straight export now with no tweaking?
Hi Polycount! Decided to create some space stuff using Substance Designer for practice. Time spent was about 10 hours. Critics and comments are all welcome! Planets all together, rendered in iray: Machine Planet: Life Planet: Gas Planet: Sun: City Planet: Rock Planet: Hope you enjoy!
I working on a spaceship as practice for my modeling and i having some problems. so i need some critic on the models, here are some wip, the turrets are placeholder so what do you guys think is best do i make the panels and details on the model or on the texture to make the normals and the Ambient occlusion
Hey guys, I was wondering if anyone knew of a material setup in UDK that is physically based or emulated to be physically based. I haven't used UDK in a while, and will be for a project. Seeing as allot of engines are going with PBS's, I figured it would be good practice. So if anyone knows and something like it for UDK,…
I have. And it really sucks. Why would they do that? Is this a common practice? Oh, and I quit the company after the game launched, so maybe that's what their policy was. Or maybe there wasn't enough room on the .XML file for all of the suits who demanded credit for the game. /bitter.