Hi! I think mainly you can improve the construction/anatomy, in particular the ball of the hand. Did you make use references? Most obvious and quickest thing you can do is look at your own hands to make observations. While modeling/sculpting I recommend to have a collection of (anatomical) references on the side, maybe…
I would hold off, and take a step back and really look at what you have. Right now, you are building everything unique and not really planning out the scene. This isn't (and shouldn't be treated as) a single asset. This is a scene assembled from multiple pieces. Taking everything into zbrush and just sculpting is going to…
As I believe others have said, today's level designers seem to usually fall into creating basic blockouts/greyboxes that are more focused on the actual gameplay over visual aesthetic. These blockouts are then passed off to the art team whose job is to basically create replacement models/beautify out the scenes without…
Hi JO420, I'm currently working on a fairly large scale project as well, I figure I'm about 2/3rds finished maybe 1-2 months more to go, hopefully... From my personal experience and mistakes along the way, I'd say along with the things you've already completed: 1. Do any technology tests you need to do before starting in…
Currently working on a character based on a concept by Coco Kim. These are my blockout+ stage, before moving to highres. Ignore the parts that are not mirrored. If you need other angles or zoom in just tell me :)
I started a horse project: firstly because I love horses, secondly because they can be a challenge to get right, and thirdly because I've seen one too many fucked up horse in a game. I chose to represent a local breed, the Breton horse (specifically the 'postier' subtype), as I haven't seen a lot of working horses in games…
Ok, here's my plan of attack. I'm using UDK - Blockout: I'll try to get a very basic rough blockout hammered out in Max today. I'm fighting off the flu, so that may take until tomorrow. - Canyon walls: I'm going to make 3, maybe 4 chunks that I can build up the profile with by scaling and arranging them to build the ridge…
well, you did ask for feedback on your approach at the start of page two. in this case, odium and the others are right. pumping out a ton of assets fast with intent to edit later will only lead to poor quality in the end. in my experience, the edits rarely happen and the artists hate coming back to assets which were marked…