You also might want to consider adding in a lot more geometry to the building if you're working on this as a portfolio piece versus mobile piece. IE the wooden logs could be composed of 6-8 sided cylinders split in half (if there's no interior) in forming the exterior of the walls. As of now the blank/dead space in the…
Hello, my name is Parag Lavande. I am a freelance 3D Modeller, Digital Sculptor and Digital artist. I work on all three organic(character), inorganic(architectural) as well as stylized(cartoon) modelling along with fine texturing skills. My deep knowledge in anatomical study and painting gives my work that final aesthetic…
1) Substance designer is better for production enviroments becauses it's highly parallel and non destructive, substance painter is mostly designed around working on one mesh, designer will allow a studio to work on textures for an entire level or game at the same time. Substances can also have their parameters changed in…
Hi Saintsonic, I fell into this rut for awhile as well. When you're just average as an artist and nothing really pops out. People tend to move on. I have a couple questions for you. 1. Do you want to work on stylized toon stuff or realistic stuff? 2. Do you want to work on mobile games, AAA, or maybe an indie team? 3. Do…
Imo those new programs don't revolutionize the approach. They help to do a certain kind of materials only. Mostly scratched/painted metals + a few kinds of ceramic tiles. Which was easy before too. Have you ever see a good rocks + moss cover, ground and ground cover, sky/clouds, plants/foliage textures. Even a nice cracked…
I would say the style of the work he shows in his portfolio is more suited to editorial illustration and children's books than game art. If he wants to be successful in the former industries, I'd say he's well on his way to being quite marketable. He's got a good sense of humour and his drawings are nicely stylized for the…
First off, I really like your stuff! There are a couple things I think you could do to strengthen your portfolio towards concept art in particular. Your illustrations are awesome and fun to look at, but you don't really have a lot of "realistic" concepts. There is a bit there, but most of your folio leans towards stylized.…
Thanks for the kind words and critiques so far, all [ QUOTE ] neat, i made one of these a while ago too.Link [/ QUOTE ] Woah! Very cool and stylized! Thanks for sharing [ QUOTE ] All in all looks pretty awesome, but I agree that 6200 tries is pretty crazy for this model. [/ QUOTE ] To be honest, I wasn't really watching…
Ok, time for the next update. I'm currently working on the high poly sculpt in mudbox (look forward to an update on that soon) so I finished my character unwrap and threw some quick color flats on the model to make the high poly a bit easier. I also took the opportunity to block out the hair (the previous hair geo was…
Hello, my name is Niko I am an experienced 3D artist proficient in creation of 3D stylized hand painted environment assets as well low poly environment asset pieces (props, objects etc.) I am also familiar with PBR pipeline Possessing more than four years as 3D game artist, I have been working on some titles such as retro…