Hey, :poly121:
Just wanted to share a few things I'm working on, I tend to start a lot of projects but as I'm painfully slow at modelling progress is often hindered, this is mostly down to still learning keyboard short-cuts and techniques and getting obsessed over detail early on (Working out exact scales meticulously etc) Anyway, enough of the excuses, I need constructive feedback and help really pushing myself to start producing high quality game assets and environments. So please if you have useful advice/tips do say. :thumbup:
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More Info:Gameartjinx.blogspot.com
Animation Test #1
More Info: Gameartjinx.blogspot.com
Animation Test #2
I suggest posting in both, and leave a link in your signature that goes to your digital sketchbook so people have a place to leave crits. The WAYWO thread gets so many posts, that sometimes things you share, or even crits, get lost in the mix.
I can't crit too much on the character model, as I'm more of an environment artist. That concept piece looks nice, it would make a better composition if it was at a different angle vs straight on. Good thumbnailing process, nice to see your work flow with that project.
Do you have a focus? It appears you do almost everything; characters, animation, concepting. From what I can tell, your concepting skills seem the strongest. What do you think?
Thanks for your response. I have been pretty scattered during my time at uni, mostly for finding my feet and seeing what i'm confortable with. Trouble with me is I enjoy variety rather than specialising in one area. Something I need to work on.
Thanks for the crit, I really do need to work on perspectives and snap out of single point.
I'll post a new project up on WAYWO, see if I can get more help.
Batteries Not Included Building W.I.P:
Still need to import assets, some derelict/demolished dumbell apartment buildings in the foreground, rubble and variation on the ground topology, sidewalk/pavement and a perimeter fance. A few UV problems to fix.
PX Seawing W.I.P
The following is an attempt to create a hybrid air to sea rescue vehicle which is to 'fly' to the location of a sea disaster such as a submarine crash, ship wreck etc and be able to quickly submerge itself and aid rescue attempts.
I thought of merging a VTOL aircraft design with a submersive functionality.
Developing final idea:
Using robotic arms, a rescue worker is to be seated at the front in a dome screened cockpit to manipulate rubble/use laser cutters to gain access to wrecks.
A pilot and copilot are seated at teh top of the aircraft for both navigating air and deep sea.
Max W.I.P's:
Using shaders provided by codemasters for realtime rendering I set up a very basic scene and whacked on some very hastily done textures to try gauge a better art direction for the scene:
The following are viewport grabs:
Any advice/crits/encouragement would be greatly appreciated.
I hope to finish both these projects off over the Christmas period.