aaaand back to assets. I'm torn on sticking exactly to a snap-to-grid look (16x16), increasing the res, or just letting things be a little off here and there.

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I've been doing some levels for my game, it was fun and I think they look nice...
... the second may not look like but it's a sewer by the way

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It's !

My name's Martin and I do 3d character art design for scifi and medieval, and some ocassional standard character art. You want some stuff? Hit me up!

Portfolio: https://t.co/R5aOLAm3pw

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Here you have, the progress of creating Ayana since the beginning of development. There's still work to do, but you can see the main changes:

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Here are all 3 islands I studied from the game to get better in blender. I kinda lost the motivation for the dungeon one. But hey, nevertheless I´ve learned a lot.

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For some characters, we first create the 3D models in black & white and we then test different picks of colors. Looks like really cool papercraft, right?

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I was so excited to get the shoulder guards in that I had to sculpt them!

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Weekend modelling exercise: Han Solo's DL-44 Blaster pistol from A New Hope. It's almost there, still more parts to add and refine.
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i have attempted my first 3D model ever. :D just a headshot for now.tbh the modeling in its self isnt so hard but figuring out the program and all its functions is where i die @-@

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Old Work that was used as a basemesh for a character!
References still using today are model blocking from and Character body flow from which truly is a great recipe!!

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Ehhh... it's like 70% done but fuck it, at least he's smug! Twitter will probably kill the quality...

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