ScudzAlmighty wrote: »
Thanks man, now I'm all unsure I wonder if there's some perspective/posing combo that's causing the arms to look short? He's posed in zb so along with the rotation I had to move the arms up a bit as well to keep the shoulder shape. His arms are bent down and slightly in along with the slight arching of his back, which is what I think is causing them to look short.
Here's an un-posed mostly straight on shot for comparison:
chrisradsby wrote: »
Here is the first shot of my work right now, very early in my current project:
I still have so much to do, haven't even really thought about lighting, post-processing let alone more props than grass, spruce and the terrain. Going to add more and more now when I've got my scene set up.
Honestly the terrain was annoying to set up, feels very buggy to me.
I might have gone too far with the saturated colors but I'll probably bring into a more realistic or even darker mood later. I might still be influenced by Far Cry 3 and all :poly136::)
BoBo_the_seal wrote: »
I'm putting together a few pieces for my new website I'm working on. This was an experiment in mixing stylized shape language with a bit more realistic texture treatment.
AlexCatMasterSupreme wrote: »
I really like this but for some reason it feels slightly feminine. I have no idea why. It might be the lips. Or the eyes. He just looks so perfect.
EiGHT wrote: »
Some shameless x-posting.
More images over here.
LowPolyFreak wrote: »
Just finished a big part of my environment and texture in UDK portfolio. I'm currently looking for an internship
Adam Grenier - Environment Texture Demo Reel 2013 - YouTube
Renaud Galand wrote: »
About done with the modeling on this guy, here's a quick polypaint test to give me an idea of what's the plan for the final texturing. Next stop, posing
retleks wrote: »
Fuck that last two pages, seriously? What did everybody drink on new years? This thread is some serious shit.
I might do some game art again some day