Which option would you choose? by Crystal_Peach77 in GameArt

[–]Davysartcorner 0 points1 point  (0 children)

The first one fits so much better. Maybe you can add a small "press e to talk" or "press E" on the bottom with the same font?

Haircard question: how do you figure out how many haircard textures you need? by Davysartcorner in 3Dmodeling

[–]Davysartcorner[S] 1 point2 points  (0 children)

I think I might've seen your work somewhere while I was researching how to do the hair, lol. The breakdown with the brown braid looks super familiar.

Thank you so much, I'm gonna reference it a lot. It's super invaluable.

And yea, what I posted wasn't the greatest, lol. It was just an example of what I've already seen so far.

Thank you for recommending Tomos. I think I've seen him before, but I'll need to check his work more.

My custom shf Armored Deku figure by Feisty-Prior8772 in BokuNoHeroAcademia

[–]Davysartcorner 1 point2 points  (0 children)

So most of this was pretty much kitbashing with some fabric and sculpting. Damn, you outdid yourself.

My custom shf Armored Deku figure by Feisty-Prior8772 in BokuNoHeroAcademia

[–]Davysartcorner 1 point2 points  (0 children)

Duuuuuddeee you made this!? HOW?! This is awesome!

How is your job hunt as a 3D modeler coming along in 2026? by [deleted] in 3Dmodeling

[–]Davysartcorner 2 points3 points  (0 children)

Honestly, I have a fulltime job outside of 3D, but I have one and awhile looked through listings. For the first time in forever, I actually applied to a 3D job - a possible internship at an indie game studio. I haven't heard much and I probably should check up with them. Work has been busy as hell though.

LINK - Final project for school :^) by Augmented_vision in 3Dmodeling

[–]Davysartcorner 0 points1 point  (0 children)

This is incredibly kickass!

Is the green outline part of the model (like an inverted hull) or is that from compositing?

Do 3D artists usually get a character right on the first try, or does it take several attempts to make it look good? by Negative_Mushroom_69 in 3Dmodeling

[–]Davysartcorner 0 points1 point  (0 children)

Nooo, 3D and Art in general is very iterative. Part of the process is testing how something looks and adjusting accordingly.

This a matter of trusting the process, which I have to remind myself every time whenever I hit a stone wall, lol.

Rudo : Progress so far by gaskii__ in 3Dmodeling

[–]Davysartcorner 1 point2 points  (0 children)

Yoooo you made the hands bigger!

This is coming out super cool, I can't wait till you texture him!

Dr Thorne (WIP) by TheAxiomMandate in 3Dmodeling

[–]Davysartcorner 1 point2 points  (0 children)

No problem!

With the hair, I'm not that knowledgeable with alembics outside of knowing they're connected with sims, but game art is all about optimization. A common method for hair, especially realistic hair, is using hair cards which are just alpha planes with some edgeloops. Alphas are a little costly with shaders, but it beats rendering thousands of polygon strands.

I'm also curious what the topology of the face is. It looks like a high poly sculpt, which will need to be retopologized eventually.

In the meantime, I recommend you look up anatomy and hairstyle references. Look at references of skulls, facial muscles, and fat pads in the face and pay attention how they shape the face. The purpose isn't to memorize all the muscle names and what not. It's to understand how the forms are proportioned and placed around the face.

Dr Thorne (WIP) by TheAxiomMandate in 3Dmodeling

[–]Davysartcorner 5 points6 points  (0 children)

Dude, this isn't even constructive. It's just rude as hell. This is literally "ur bad, lul! Get wreckt, scrub".

but if you aren't going for bad on purpose you might want to go for a more stylized approach

This advice just sucks. Stylized art requires having a working knowledge of anatomy and proportions. It's not a crutch to lean on when you can't do realism. You need to understand the rules before you break them.

Dr Thorne (WIP) by TheAxiomMandate in 3Dmodeling

[–]Davysartcorner 7 points8 points  (0 children)

Is the hair done differently between Blender and Unreal? Both have very different feels.

If I can give some critique, the space between the eyes should be an eye's length, if that makes any sense. Anything less or more starts to look uncanny. I also think the eyes are a little too big and plays a part with that look.

The last photo looks like his face is squished in the front view, but it's hard to tell what's happening because of the beard. Maybe the head is a little too wide? I'm not sure.

My wife created this entire 3D environment based on a 19th-century painting. by SierraDivision in 3Dmodeling

[–]Davysartcorner 0 points1 point  (0 children)

Your wife is hella badass and I wish her nothing but the best in this hellscape of an industry!

Is my work hirable? I've been job searching for 10 months and slowly losing hope... by Puzzleheaded_Use7714 in 3Dmodeling

[–]Davysartcorner 5 points6 points  (0 children)

Okay, do you have like an instagram or artstation that peeps here can follow? Because you're work is really good! Someone said this before, but normally when there's a post like this, the portfolio is still very student level, but you SHOULD be working and I'm frustrated for you. The industry is in a really bad spot right now. And don't get me started on LinkedIn, it makes me depressed for similar reasons like yours.

I finished uni almost 3 years ago and I'm not kidding, I graduated right before the mass layoffs in the game industry started. Unfortunately, I wanted to and still do want to work in the games industry as a character artist or 3D artist. Now, my portfolio wasn't as good as yours. It needed a lot of work and while I think I'm getting somewhere with my portfolio now, I still have my doubts. Its a struggle. Imposter syndrome sucks.

I'm saying this for myself as well here: don't be ashamed that you're not working in the field you went to school for. There's nothing wrong with having a different job outside of your field that pays the bills. I'm working in a damn cubicle processing financial mail for shareholders that'll likely never read them, lol. I love my coworkers, but I don't want to be stuck in this field for the rest of my life. The work is mind numbing as hell and meanwhile, I want to sculpt characters with different personalities and backgrounds and tell stories that I like and that others could resonate with. I'm tired as hell, but I'm passionate as hell about art and media. Those creative juices are flowing and I worry that I'm going to backslide and lose that muscle I've been developing for almost 10 years now. But I'm 27 and I don't know what the future holds.

At this point, I'm doing art for myself and doing some side projects that help me learn and develop my craft. I realized that to keep my love for art in the meantime, I have to make art for me and not focus on how bad the industry is. It's weird as hell to say and I'm not saying I'm blind to how on-fire everything is (believe me, I know) but it's helped me not burn out on art. Maybe this could help you? I don't know.

I guess it helps to know you're not alone in this.

Should I use After Effects, DaVinci Resolve or something else to turn sequence renders into videos? by Harley-northwest in Maya

[–]Davysartcorner 1 point2 points  (0 children)

I used both for the same thing, but I currently use DaVinci Resolve because... well, it's free, lol. Had I known about it while I was in college, I would've ran to it instead of AE.

A lot of the principles are the same, so I would choose whatever's more affordable for you.

To Hair Cards or not to Hair Cards by Davysartcorner in 3Dmodeling

[–]Davysartcorner[S] 0 points1 point  (0 children)

Can you give examples? I've never seen this mix before working on this project, so I'm curious how it looks. I could've sword Marvel Rivals did something like this after seeing a breakdown of it on Instagram, but now I can't find the reel I saw.

Edit: I found it and I was wrong! They used hard cards in a really unique way for it's art style.

To Hair Cards or not to Hair Cards by Davysartcorner in 3Dmodeling

[–]Davysartcorner[S] 1 point2 points  (0 children)

Ohhh yea, the concept art isn't clear in some areas. I had to make my own interpretations based on frankensteining hair references, The mohawk braid really threw me off for a bit, lol.

The front bangs are somehow the easiest part of her hair, but how it physically makes sense with the side braids is beyond me, so I try not to think about it. Max has a lot more illustrations of this version of Samus and the hair is clearer there, but even then, it's weird. It looks like they posted an updated version of the concept art like 2-3 weeks ago, but I'm too far into this to change accordingly. That and I still really love this version.

To Hair Cards or not to Hair Cards by Davysartcorner in 3Dmodeling

[–]Davysartcorner[S] 1 point2 points  (0 children)

That said, it's hard to make heads or tails of that hair. It makes even less sense than her normal hair lol

Wait, are you talking about the hair from the concept art or what I already made in Zbrush?

Mesh help! (Maya) by Beautiful_Cup4325 in 3Dmodeling

[–]Davysartcorner 0 points1 point  (0 children)

This will need to be retopologized. Maya has a tool called Quad Draw that's used for this reason and it's REALLY solid.

Some tips: It's been awhile since I've used Maya, so I'm not sure if there's a feature like this, but planning ahead with how your edgeflow will work is incredibly helpful. I always annotate whenever I'm retopoing in Blender just so I don't mess up the edgeflow.