Looks great, I need to go back and watch the first two, it's been too long since I saw them. Kinda threw me for a loop how much the humans are less stylized than the usual humans you'd see in a Pixar movie, but understandable considering how they will contrast with the toys.
No, gobee, one 2048x2048 is not the same as 2 1024x1024. The x actually means multiply. =) 1 2048 = 4 1024s. Do the math. ;) Butthair is totally in budget and he's done a stellar job. High five. IT is a litttlee contrasty and stylized for our art style, but you smoked this test. High five, bud.
Everyone is looking a the muscles, but the face is pretty bad proportion. It looks like a 15 year olds head. I gotta say that Duke does'nt look like this at all, and the ridiculousness of the proportions makes the model look like an ugly human instead of just stylized. The sculpt is great but, it lacks the Duke persona.
I feel like you still need to work on your bears head. Try less realistic and more stylized. I would take this as a reference how fur looks good in dota2: Also your nose looks very small and that makes the bear look more cute than strong.
Well, one of the things about COD4/5 was they way the playerview animated when you hopped over obstacles. It's a little thing, but it struck me as really neat and immersive when it happened. Climbing up ladders in most FPS's is really awkward and i would trade control at that moment for stylized animation.
these are really nice and the stylized thing you got there is cool. I just hope you didnt want to go for a realistic style and ended up like that. Website is good, presentation is top tier, nothing to crit there Now you just need to keep up the work in the same quality and add more
I'm agree with Dimfist , even when you have a clear idea in your head it's still better to draw atleast a rough concept. And i wanna give a small advice, try to work on proportions, and anatomy, even for the stylized characters it's important. But since it was your first expirience, you did good !
New ear, flat-shaded so you can get a better sense of how each poly is used: New face, closer to concept; better edge flow, hopefully: You'll notice I smoothed over the eyelids. I'm planning to go for a more stylized approach and paint the eyelids instead.
Hi The fastest way is to use only the target engine's own terrain tool. But this wouldn't give that nice result that displacement map would. Timesaver solution -> target engine's own terrain tool Nice, realistic result -> Zbrush, World Machine The timesaver solution is good if the stylized result is ok to you.
There actually was a change in style, but its still slightly more stylized than in this picture, we have plenty of artists with different personal styles working on it, so there will always be a bit of a difference from concept to final ingame version. But to get into the mood and get a feeling of the icy areas of our…