Typically you'd overlay tiling detail maps in-engine and/or secondary UVs to get things like fabric weave. I'm not a character artist so I don't know if 8 sets is too many, but my gut says it is :lol: You probably want to look into layered materials and detail maps if you're unfamiliar with the concepts. I get that its a…
Welcome one and all to the 97th edition of the Bi-Monthly Environment Art Challenge for the months of July and August! This challenge is a way for real-time 3D artists to test their skills and create a piece of work based on concepts provided. It's open to those of all skill levels and we do our best to provide meaningful…
Getting all the basic forms of head and having the entire head to the same level of detail is great advice. And of course working from some reference is always good too. The skull usually should have some angles to them and not as uniformly round as you have it, and watch for how the back of the skull transitions into the…
Looking very nice! We're really into nitpicking territory now. One thing i'd focus on is the Zygomatic arch, and how it leads into the forehead. At some point along the forehead a plane change happens, where the skull has a ridge, and then that part is covered in muscle. I've pointed out roughly where that plane is, and on…
Some avenues of improvement you can pursue: -If you haven't already, just keep pursuing 'traditional' anatomical practices through sketching from reference and real-life. Google images exists of course, but I also found BioDigital to be pretty helpful in exploring muscles and skeletal structures. Understanding the visual…
Well, if it were full-time I'd say yeah, that is slow. I would not set two weeks for a skull in any scenario really - think of it in hours - thats one-hundred and twenty work hours for what, a prop or a small portion of a character. The fact that you effectively retopologised an existing high poly makes that even more…
Hi! I'm a director with Blueberry. We're a digital fashion company currently operating on Roblox and Snapchat and we're looking to bring on fresh, new talent to our team to fill full-time positions for senior level artists. We're looking for additional senior level creative team members to help us with creating and pushing…
It's been a while since I posted here and I decided to showcase my latest piece of work. I got inspired by concept art from Warhammer Online: Age of Reckoning. I started practicing sculpting rocks using only TrimSmoothBorder and eventually got highpoly model with some rocks around it which I used for practicing before…
Killer work, man. That environment piece looks amazing! I’ve been looking for a 3D artist with your skill set for an upcoming project—I’d love to work with you. Sent you a connection request on ArtStation!
you have correctly identified that doing things by hand leads to a more deliberate and (assuming appropriate skill level) more pleasing results than slapping a filter on and leaving it at that.