Hey guys so I thought I'd finally take the dive and join polycount. I'm a 2nd year going on to 3rd year game art uni student and aspiring character artist. Anyway im here now because I have a question about realistic hair workflows for characters. Particularly how do you guys do it exactly. I've had experience sculpting…
It's great to see Tim Miller’s emotion as he unveils the project Blur Studio has been working on for the past three years - Secret Level @ Gamescom 2024. It’s clear he’s thrilled to return to his true passion—creating high-fidelity game cinematics—this might be due to dealing with the complexities and politics of…
good to see u posting man! u 2 did a very nice job together the skin has some nice touches, like the wires casting shadow down at the cloth thing the gun looks very nice too imo the thing is, i think the gun is the best part of the model. the design is much more striking than that of the model. theres more contrast between…
I can think of a few details to help give you scene a little more realism. I wasn't sure how detailed you wanted to get but since you are adding water puddles, I am going to assume I can go nuts. Here we go: Green: Your paint stripes are nice, you have the ware idea right, but not the patterning and hues. The paint's color…
3D Character Animator (Senior/Lead) As a 3D Character Animator at Vertexbee, you will spearhead the creation of high-fidelity, realistic character performances for an Unreal Engine 5 project. You’ll be part of a newly formed agile team of industry veterans that will push the boundaries of Unreal Engine to achieve artistic…
Hey everyone! I've been posting a lot lately, with a lot of technical questions.. That's because I'm nearing the end of my studential life and I'm getting a ton of responsibility on my shoulders, and I gotta answer many questions to myself and my friends. This forum's been a home for me and I'm very grateful for…
Looking at some images of old forklifts, a few things stand out to me. 1) I think the edge wear is too prolific. You have it covering most edges very uniformly. Some areas have more wear than others, but the contrast here is kind of weak. Some areas, like the back, would have quite a bit of edge wear from bumping and…
Model seems a lil' bit inconsistent with its polygon use. Like, the big cylindrical engine thing has a ton of loops at the rear, but the anchor is just a collection of cubes. My initial impression is that there's a few places that could do with some of the polys being devoted the that main engine. Is there a high poly…