Yea IK or Ribbon-IK ,they're pretty much the same. you say tomato i say tomato but really, same-same =) The key difference is in process and how you build the control rig that drives the final skeleton. Each way will cause you to design and build your rig in specific ways, which will help and hurt you in slightly different…
Felt inspired to model this character after Claire Hummel posted an art dump of the vector art they made for Neopets (which you can find on her website here!) Neopets was a big part of my childhood and without it I don't know if I would be working in games now -- it inadvertently introduced me to coding and digital art at…
Ok sculpt update. I altered the form a little and 'skinny'd him up' bit. He still looks a little shorter and stockier than the concept but I like it better I think. The head might be a touch big but it's a seperate mesh so I may shrink that down. Decided I won't be rigging the head so left the expression, and the pose is…
I create some fan art about Meropid fortress in Genshin impact. Need some advice about light. Trying a dark, almost horror atmosphere. Still think it's just too dark picture and no dark atmosphere. Be appreciated for any advice.
Hi, i am an art student and started 3d about a year ago. I an currently working on an oc that i made. I made her in Blender and i want to make her game-ready. I would love for any kind of feedback. to do: - jacket: retopo, uvs, texturing, rigging - hair: optimization, redo textures - facerig early sculpts: current…
Hey fellas I'm building a new rig for 3d max, zbrush, concept painting etc: Gigabyte X38-DS4 Intel Core 2 Duo E8400 8gig DDR2 1066RAM 500GB Seagate HDD 512MB ASUS 8800GT Pioneer DVDRW Antec Earth Watts 650W Antec P182 Case Now here's the thing - with 8 gig of ram, I'll need to be running Vista 64bit. Does anyone have any…
Hi everyone Since I made a couple of skulls and I want to make a character where I have to focus on human anatomy I decided that I will do a Predator. My pipeline will be max/maya/blender for modelling retopo and UV Mapping. Zbrush for sculpting high res models. Substance Painter for texturing and UE4 for the character…
Warren: There are still a few features that Blender needs to have to work well in big film pipelines. Stuff like supporting UDIMs, Alembic, and OpenVDB. There's no Arnold plugin too (although there are plugins for Vray and Renderman, which I imagine should both support multi-tile textures but I don't know for sure.) So I…
Poly count does matter, if you're going into a realtime game and even if you're rendering, you want to make sure your models have just enough polys to hold the detail but not an excessive amount that they cause other systems (rendering nodes and player machines) to chug. There are other external factors at play most of the…
Hey everyone, I hope you're all doing great. This is my first post on polycount and here's a character art piece that I'm working on. It's based on a concept by MinTiger (Jang Minho). I'd like to get some feedback, and you don't have to hold back. I'm particularly looking for input on the proportions before I move on to…