How were these sculptures used in the real world? As an architectural element in a coffered ceiling?
If so, the player in a game level will never get very close to it, so if you're trying to demonstrate knowledge of game dev art constraints, then think about texel density for a level and how many pixels this part of the ceiling would get.
Or you could just show it as a standalone example of modeling ability, and describe briefly what your workflow was for it.
Concept to 3d modeling practice ive attempted to get better at my 2d drawing and in general 3d design, learned how to take a concept from blockout to sketch then to midpoly and im pretty happy with how it turned out, wanna try to keep this pace for more 2d stuff in the future but for now heres what I have!
Surely you can't hide behind "muh design problems" with Intergalatic? Come on. The complaints are seriously not even pretending to have any merit. Design, personality and storytelling my arse. They're just bitching and moaning because she's a bald woman with muscles and they hate that because it doesn't get their dicks hard.
What you're asking for....It's stupid. The art teams answer to their higher ups, not a load of chimps who think their opinions matter because they have a YouTube channel where they keep moaning that iT's GoNe WoKe or think their opinion matters most because they're cishet men. And even if we pretend - if we stretch our imaginations really hard - that these people are going to be engaging in good faith, the fact is they don't know shit. They can't tell you why a character's skin shader doesn't look right. They can't tell you what anatomy is off. They can't tell you anything of any value. That's like asking a cook to tell you why your programming is running so badly.
How can you live in this timeline and think that putting out the artists - who are basically just doing what they're told by the higher ups - as the meat shield to social media "criticism" is in any way a good idea? That's just putting them in the firing line for harassment. How exactly did you see Laura Bailey get death threats just for voicing Abby and come out of that thinking "Yes, we need more of this, tell the public exactly who is working on it and make them engage with these 'people' on social media."? Or how about all the antisemitism thrown at Druckmann? Or, you know, literally anything about Gamergate?
"FOMO approaches used to sell games" have nothing to do with "the inclusion aspect".
I think Michael was echoing Alex_J's sentiment, that you tend to type long posts which do not seem to make a coherent point.
Besides being long-winded, you seem to focus on social media controversies that are not created nor debated by actual game developers.
So for most Polycount members it's really just a lot of hot air.
I don't like singling out any one person, so I try to stay out of the conversation. I think you're honest in your efforts to gather more information that can impact design choices for 3D character models. However you seem to be doing so in a vacuum, without understanding how design decisions are actually made, in actual game development production.
Since my last update I have created some creatures for an indie team. Collection on sketchfab. Learned a lot in the process, but there is room for improvements
I started working on some hard surface props (ships / boats). Just today I learned how to achieve face weighted normals in blender, hurray
The goal is to make a model with a more triple A look that would be game ready, and that would include beeing animated. The print is of the retopology process of the character using a sculpt as a basis. Here are some prints of the sculpt: This is the reference for the character: