Hi Polycount community! We now accept applications for a Senior UI Artist. Apply here: http://smrtr.io/V6Lz Job Description below: Senior UI Artist [Unannounced Project] (f/m/d) * Berlin, Germany * Full-time Company Description Ubisoft is a leading producer, publisher and distributor of interactive entertainment products…
Schell Games is a highly talented group of artists, programmers, producers, and game designers led by game industry veteran Jesse Schell. We're the largest full-service education and entertainment game development company in the United States. Since 2002, we've worked with world-class clients and partners to create…
Hey, I'm working more on that model and configuring GoZ to try and toss the model back and forth between the programs, but no luck. I've got an excerpt from my old Demons story bible here that might be entertaining... The Seven Generals There are many who control the various parts of the machine-like government that exists…
Wow, that Asaro head is in interesting tool. Yeah it looks like each plane represents the overall shape of the skull. Such as how the cheeks are formed and where every dip is on the skull.
I think now I almost know how to sculpt skull . My question is that , now what should I learn after sculpting the skull? should I start to sculpting faces of any character ?
This is hopefully what it will look like, on the top view it wont show much of the skull but just the hair, while the window will show the full skull more