Busy
General | Posted 15 years agoWhile I only got 2 takers on commissions, just for future reference, commissions are closed.
Feel free to ask for requests, art trades, and stuff though. Even though I'll most likely tell you no, it still makes me happy to do an occasional favor for somebody.
Feel free to ask for requests, art trades, and stuff though. Even though I'll most likely tell you no, it still makes me happy to do an occasional favor for somebody.
Need money, taking commisions, first 1 free
General | Posted 16 years agoHey guys, i find myself in a situation where i need to purchase some new hardware while at the same time i'm strapped for cash. So i'm taking commisions if you're interested.
I don't have a lot of work to show, so one customer get's a free, full-package deal for a 3D character. It's not exactly first come first serve, so you've got to give me a reason why i should give you free art. Developed characters, interesting ideas, etc are good reasons.
What i'm offering:
-3D modeling
- Characters of all types ($30+, depending on complexity)
- High-res (+$10)
- Low-res (+$10)
- Texturing (+$10)
- Renders ($1 per shot)
- Source files (ask)
-Digital drawings
- rough sketches ($7)
- digital ink (+$5)
- colored inks (+$10)
- paintings ($20)
-Second Life Sculpted-Prims *note1
- Sculpt ($5-20, depending on complexity)
- Baked texture ($5)
- Handpainted details in texture ($5)
- Multi-part prims (ask)
Note1: On SL items, i do not assemble these in game, and i provide to you the textures and sculpt map only.
[EDIT]:
Some info i forgot:
I'm starting this at 4 slots, if that fills up i'll see about extending it.
Also, the freebie was taken already and is in the works. Check my gallery for details.
I don't have a lot of work to show, so one customer get's a free, full-package deal for a 3D character. It's not exactly first come first serve, so you've got to give me a reason why i should give you free art. Developed characters, interesting ideas, etc are good reasons.
What i'm offering:
-3D modeling
- Characters of all types ($30+, depending on complexity)
- High-res (+$10)
- Low-res (+$10)
- Texturing (+$10)
- Renders ($1 per shot)
- Source files (ask)
-Digital drawings
- rough sketches ($7)
- digital ink (+$5)
- colored inks (+$10)
- paintings ($20)
-Second Life Sculpted-Prims *note1
- Sculpt ($5-20, depending on complexity)
- Baked texture ($5)
- Handpainted details in texture ($5)
- Multi-part prims (ask)
Note1: On SL items, i do not assemble these in game, and i provide to you the textures and sculpt map only.
[EDIT]:
Some info i forgot:
I'm starting this at 4 slots, if that fills up i'll see about extending it.
Also, the freebie was taken already and is in the works. Check my gallery for details.
Adjustments
General | Posted 16 years agoSo as i progress with this 3D model, i'm finding 3DCoat is better and worse at things than i originally thought. It's not bad, just different.
One main thing that i'm finding is it's probably better to approach asset creation in sections, or modules. The major bottleneck i'm getting here is sculpt-to-retopo, and the problem is i tweak shit a lot and work incrementally. That's good and all if you're drawing, but in 3D things are a lot more concrete and you can't do that. So, divide up the scene, and combine as a post step.
When you do this, the complexity of the project will actually go down. It's sort of like trying to move a large, heavy object. Lifting as a large, single object is hard, but if you can somehow divide it up and move each section on it's own, it's possible. So even though there's more to manage and more planning upfront, when you subsidize things, you can focus on one thing at a time and forget about the rest. And that's invaluable when working on a large project.
So i'm off to go rework and plan this model again from scratch.
Later
One main thing that i'm finding is it's probably better to approach asset creation in sections, or modules. The major bottleneck i'm getting here is sculpt-to-retopo, and the problem is i tweak shit a lot and work incrementally. That's good and all if you're drawing, but in 3D things are a lot more concrete and you can't do that. So, divide up the scene, and combine as a post step.
When you do this, the complexity of the project will actually go down. It's sort of like trying to move a large, heavy object. Lifting as a large, single object is hard, but if you can somehow divide it up and move each section on it's own, it's possible. So even though there's more to manage and more planning upfront, when you subsidize things, you can focus on one thing at a time and forget about the rest. And that's invaluable when working on a large project.
So i'm off to go rework and plan this model again from scratch.
Later
Bumps in the road
General | Posted 16 years ago3DCoat is an amazing tool, but it has one huge problem: it's buggy as hell. Almost enough to negate it's usefulness (almost).
I save every 2-3 minutes, because i'm getting sporadic crashes about every 10-15 minutes. No joke.
Changing materials is dangerous, as it's a 50% chance it'll fail and render everything as invisible. And going from Voxel to Poly and back again often leaves nasty artifacts. It's not something i'd recommend to beginners or non-technical people.
BUT
It's still a great tool.
I save every 2-3 minutes, because i'm getting sporadic crashes about every 10-15 minutes. No joke.
Changing materials is dangerous, as it's a 50% chance it'll fail and render everything as invisible. And going from Voxel to Poly and back again often leaves nasty artifacts. It's not something i'd recommend to beginners or non-technical people.
BUT
It's still a great tool.
New Workflow Test
General | Posted 16 years agoSo, i recently picked up a new 3D app called 3DCoat. It's pretty sweet. Anyway, what's important is i'm working on a new workflow for producing game ready content and this tool really makes it a lot simpler. In the next few days i'm going to try and post some WIP's of the process in motion, so feel free to follow along.
It's a 6 step process:
* [Maya] Rough-in stage
* [3DC] Voxel import and cleanup
* [3DC] Voxel Sculpt (optional, i might skip this)
* [3DC] Retopologize
* [Maya] UVs
* [Maya] Rig/Animate/etc
Also, i haven't tested the whole thing out yet, so i do expects some bumps and possible roadblocks. But that's why it's fun
It's a 6 step process:
* [Maya] Rough-in stage
* [3DC] Voxel import and cleanup
* [3DC] Voxel Sculpt (optional, i might skip this)
* [3DC] Retopologize
* [Maya] UVs
* [Maya] Rig/Animate/etc
Also, i haven't tested the whole thing out yet, so i do expects some bumps and possible roadblocks. But that's why it's fun
FA+
