No because life isn't a movie about the evils of unregulated capitalism and nothing is that dramatic.
What I did try to say is..
Introversion and hyperfocus are not uncommon traits in people who make video games and you get less petty bullshit with people like that.
There is no guarantee a small studio will be a wonderland and there is no guarantee a large one will be an evil hellworld. The vast majority of studios are fine
If you don't like one studio it doesn't mean you won't like another.
PixelMasher
Hi, I am looking for someone specializing on characters, specifically faces. The task is to make a face / head similar to five nights at freddy's. Doesnt have to be overly detailed, the shape language should be simple and defining, so no real "detail work" needed. If you need some extra change and feel equipped for the task feel free to contact me. Again, the work is making a head from some reference images but the actual model does should have a simple shape language.
@Fabi_G I think I see what you mean. I sharpened the edges a bit, even though now I feel I can't get nice highlights on the edges easily. Yours is looking good as well! But I do agree with @SORENU that it feels like there is too much space between the coffin and the rest of the room so it doesn't give the same sense of closed space.
I worked a bit more, tried to fix the sides but still can't get it right. Also sculpting the rest. I feel it could use some more details and cracks, but at the same I am a bit afraid of overdoing it.
Cool WIP images so far!
@Esselle I would be careful that the edges don't become too soft/undefined.
I want to create some assets for Draculas' crypt. Most interesting assets for me is the sarcophagus, clock and chair. Did a blockout of the environment to figure out the scale.
Fabi_G
Lighting update (Some areas may still be too dark)
Finally starting to work on my background elements :D
If anybody has any feedback that be massively appreciated :D
Finished Hellboy and made a short video showing off the model.
https://www.artstation.com/artwork/RnowYe
Asura
Overall you need to let go of the idea of baking begin a blind "retopo then UVs then hit bake" chain of events because it really isn't. The quality of the result almost fully depends on the way the lowpoly geo is built ... just like with old school "pixel based" texturing on ps1/ps2 era models really. You will not be "fixing" these distortions, you'll need to model your low with them in mind in the first place. But of course if this is your first time with all this this is a bit of a chicken and egg thing :D
Here's an extreme example of the principles above :
Also note that this model didn't even use a highpoly to bake from - the whole look comes from applying the principles above + adding a nmap bevel all around the panels. But of course it could receive baked highpoly details too.
One last remark : once your lowpoly and UVs are taking shape you can also take a few minutes/an hour painting in landmarks with a simple brush, just to get a feel of how the texture distortion will behave.
I can only recommend the study of models from Nintendo games, they are extremely tight in all these areas. That's the beauty of them always developing on low-end hardware, as it forces them to make pristine assets that look good even with lowres textures (while avoiding the pitfall of spending days on highpoly models).
pior