Digital 3D PE Week Day 5

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Digital 3D Project Educate Week Day 5

So today we are just going to go with another Q and A that was done as and switch up the bigger informative day for tomorrow instead :la:

Q and A with :iconpolygoncount:

What is your typical process/layout when creating your 3D work or your game development art work? (ie: your typical day doing this kind of art)
 :iconpolygoncount: I usually draw up some sketches from a front and profile view of how I want a model to look (I do this for full models, as well as just faces.
The model may not stay entirely true to the original sketches, but it helps define a character's shape
> DRAMAtical Murder - Aoba Seragaki by PolygonCount

What are some key factors to creating this art you think beginners or even other artists should remember?
 :iconpolygoncount:  For 3D models, one should really research topology of faces and bodies. I've seen it done a lot of different ways. So just stick with the method that works best for what the model is for.

How long typically does it take you to finish a piece (maybe use one of your art pieces as an example to explain this) ?
 :iconpolygoncount:  For a full 3D model (this includes a full base body mesh, a head, hair, modeled clothes, all uv mapped + Facial morphs) It usually takes me a few days to a few weeks.
it goes a lot faster when I can re-use a body mesh and just edit that.
Kemonone Row - PolygonCount Model by PolygonCount and facials for this model -> pbs.twimg.com/media/BK6htO7CQA…

and a model with and without it's UV mapping:


What would you say was your favourite piece that you can show us you worked on?
 :iconpolygoncount:  I really liked this model:
Her legs were really fun to model, and texturing her was fun.
and one of my newer models:
Rhenn Derring 3.0 by PolygonCount
I really like to model characters who have really fun designs and color schemes so those tend to be my favorites.

What piece was the most challenging to work on?
 :iconpolygoncount:  Probably this one, because he just had a ton of accessories, and was pretty asymmetrical
Ryuu 'Tsuyoi' Model by PolygonCount

What is the difference between a professional artist and a non-professional in your own words ?
 :iconpolygoncount:  that's a tough one.. I know I'm nowhere near professional. Since I still have a ton of stuff I need to learn about modelling.
perhaps a professional could be considered someone who has been hired to work for a company/graduated from college with a degree in that subject and/or acts appropriately when working on things, including commissions?

Any scripts/brushes/etc you recommend other artists to try when creating or trying to create similar work? (ie: a good brush you like to use when texturing plants, etc)
 :iconpolygoncount:  I actually don't really use brushes other than the basic ones in photoshop, honestly. Though I'm sure custom brushes would be an awesome thing to use.

What kind of artist would you classify yourself as? (character, environment, animator, 2d, etc)
 :iconpolygoncount:  An amateur character modeler, perhaps?

Do you specialize or generalize in your skill set?
 :iconpolygoncount:  I'm not really sure.

What is one tool/program/device you'd be hesitant to give up when creating your work? (one that you favour might be a better way to word this member question)
 :iconpolygoncount:  Photoshop,

Do you have any links to any work you can show that gives an idea of your process? (ie: tutorials, time laps, or even tutorials you've used)
 :iconpolygoncount:   and just research topology and learn all that you can.

In your own words, what do you think kind of content should go into the game development art category on Deviant Art or any improvements you'd like to see too it?
 :iconpolygoncount:  Game development art category,.. I would say anything related to. game development. character sketches, backgrounds, environments, models, all those types of things.

In your own words, what do you think kind of content should go into the 3 Dimensional category on Deviant Art or any improvements you'd like to see too it?
 :iconpolygoncount:  Just 3D things like models. I can't think of any improvements.

In your own words, what do you think kind of content should go into the Fan art-> 3 dimensional category on Deviant Art or any improvements you'd like to see too it?
 :iconpolygoncount:  Fan art in 3d modeled form.

Are there artists you look up too?
V--R , chatterHEAD , AbsentWhite , Mole-Chan and many others.

>Final Coments:
 :iconpolygoncount:  Be it 2d art, character modelling, environments, animation, playing an instrument, anything. You wont get better if you give up on it. Just keep practicing. It's just a matter of doing all you can with what tools you have available to you, and keep working hard to improve. You can only improve from where you are now.



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