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.

1 1

Alright, it's Friday night and I'm feeling creative. I'm with a 3D modelling session to work on that Gauss gun.

https://t.co/OT4jdPBGiz

0 0

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

3 3

Alright that is most of the geometry done on the Gauss rifle. A technological marvel but a total pain in the butt for fiddly bits.

0 1

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

1 2

Finally got around to tackling some hair in Maya. Doesn't seem too shabby. It's got a faint shine to it but the client wanted some pretty dark chestnut hair.

0 0

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:

| | | | |

16 36

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.

1 11

I feel much more in tune painting on a 3D canvas than I do working on a 2D one.

0 2

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?

1 14

sneak peak of some blender stuff 👀👀

0 15

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

0 2