WOHH here’s my final environment for my 3d texturing class; I plan on mayyybe doing more (adding detail to the signs+doors), but right now I just need a breather/break from it. I’d also like to mess more with lighting and some of the models, but this is basically done.
icykitty answered: will you only so full humans? any busts? >__>
Hahahah WELLLL the reason I say ~human~ is because I mean humanoid; I’ll probably be using AB auto rig for rigging, so any additional things like wigs are something i have not….touched yet, but it’s definitely exploreable!
Tails might be ok. again I just need to look into it, it would just require more work
My concern I guess is having to model a crab looking thing with 6 legs when I have to gain some more experience with building my own non human rigs
ANYWAYS as for the busts question; you mean like zbrushsculpts right? I just like being able to animate the character or have controls so the commissioner can pose the characters themselves too if they want :8)
You’d have to discuss the pricing with me; I haven’t experimented with how fast I work with those yet, so I don’t list a price range :)
Hey guys; Summer vacation’s around the corner, and I was curious if people would at all be interested in 3d commissions?
I’ve had no responses from the places I’ve applied to thus far, so I figured i should start asking about commissions and the interest
I’m thinking the pricing would be starting around ~$80 for a full human character, but I am unsure at this time (maybe more) with the hours I’ve calculated on past projects.Also really depends on the design provided to me.
Anyways let me know if there’s any interest and I might put pricing up!
Final title screen for our game
I just want to be done with school and lie down in a warm bed </3
Here’s some turnarounds of rock models for our second level of Mashball (worked on with the wonderful team Muffin Express). The game will probably be coming out next month, and it’s free as it’s made for school; I’ll give you more info once it’s out!
This year I finally got comfortable with sculpting in zbrush from low poly models and starting from scratch. It was a great experience,
wanted to try a variation of 30 day prop challenge; wanted to give it a go when I saw how fun tomscholes's props looked!
I also need some prop design practice so i can get things in my portfolio… hahah;; And I really miss doodling/painting so maybe doing these will fill my art hunger~
sorry if they’re a little boring, i promise more interesting ones coming soon~
made an msf portrait thing for @offical_msf twitter hahah… It’s… really cute
Not too sure how much i’ll be involved with it yet, but.. I like it!
sorry bout no art lately. Final projects are coming back to kick me in the booty and i need to get things done.
Here’s me trying to figure out the lighting and color for the scene like a huge dumb; Right now I have area lights in the lamps; Is there a better way to achieve the flowing lamp effect that I’m not aware of?
@infinitedespair said: Is this with 3DS Studio Max? I’m using AutoCAD with 3DS Design Max so scale is 100% accurate i’m not sure how it works with Studio Max though
I’m using maya!
By scale indicators I just mean adding small pieces of a model compared to larger pieces hahah.. @_@ But I’ll answer your question anyways!
I think what you mean is the unit/measuring settings? under maya’s window>settings/preferences>preferences>Settings you can change the world scale to meters/feet and the squares measure it out.I’m sure there’s a similar option under max, just not sure where. But yeah world scale affects lighting. atm my model is in centimeters… oops
I’ve been eyeballing window/doorframe sizes in comparison to buildings, so having reference seems so much better lawl
Project I’m working on for a class! The focus will be on texturing, but I’ve had a lot of fun blocking out this model.
It’s taught me a lot about scale indicators and how to make buildings look like buildings 8) and how to be clever w/ repetition!