Hi, I am looking for a 3D/2D artist, focused on texturing and mapping. The target: I am working on a project with UE4 for serious business (no gaming) where I want to visualize some items. To place these in a beautiful/realistic environment, I´d like to build up some rooms with furniture etc. For now, a reference to…
Referring to your portrait model: The first thing that jumps out at me is that the overall shapes need work. The head looks a little small. The hands and wrist are a little too flat, and the fingers are very thin. Might make rigging easier if you straighten out the feet so they're pointing forwards more. There are a lot of…
Thanks Muzz:) ysalex: Thanks for the input, I've made a some more adjustments but don't have an update just now. The hair on the back of the wrist/arm is more obvious with the texture on but I know what you mean. Bad Hair So i kind of suck at (realistic) hair, weather it's just in the sculpting phase or the low…
Submission on the finish line...hurray ^^ Single retake in photoshop to add a vignetting. Beside that, 100% procedural Designer / Iray. 3 Texture sets, 2k each to keep the pixel ratio overall the entire model : Wireframe & Closeup : As for the background story, I thought about telling the whole thing, the way I imagined…
Just to start off sculpting is a valuable skill for any artistically creative discipline in the 3D Industry. Definitely have a look at ZBrush as it's probably the most robust, and most used. There'll be some good start-up tutorials on YouTube, and DigitalTutors stocks a decent ZBrush series that I used to learn the basics.…
EDIT: @AnimaJota your take on the scene is looking great, very clean so far. :) Finished/approaching completion with the blocking phase. Shuffling stuff around is definitely going to make this tricky, but I think the result will be worth it. I'm already liking the separation happening between the halves. Messy Arnold…
Jackablade Thanks, I appreciate the advice, after taking a week or so off from working on this I do now see that the problem areas are more apparent than I'd first thought, ergonomically it certainly is off in certain areas, I think I'll try and revisit this design at some stage taking into account the changes that you and…
You're sacrificing some really important shapes while leaving hardly-noticable detail intact. For instance the guy's upper legs are extremely thin and he's lacking any hips, but you did leave in the slight indent on the inside of the feet. The wrists also need some thickness, and I'm not sure of having a separate…
I was playing a lot of games at the time and was highly interested in any "making of"s, wireframe images, concept art, code and pretty much anything related to games i could find although I wanted to become programmer. Once there was a new game announced which main selling point (,or the only reason some people noticed it)…
1. I've seen artists use ZBrush to create the low poly geometry of a game character using mostly ZSphere retopology. Personally, I think ZBrush's retopo tools (ZSpheres and Topology brush) are a good option for cleaning up individual parts or retopo-ing smaller meshes but for everything more complex I prefer either Maya…