Yeah, in hindsight the proportions I gave her in the paint over were too realistic. In your reference picture she stands 6.5 heads tall, which is actually realistic, but they made her torso short and legs long for a more stylized look. Anyways, keep at it :)
So how does it work? he's realistically proportioned, the world is pretty realistic, but he can leap 10 meters in the air, and he can use his grappling hook to toss hummers using only a grappling hook? Is there a story that explains his super strength?
I don't know, I'm personally under the impression that the movie reference looked more realistic because it is actually real. Remove the fisheye and give it to the UDK scene (which is unfinished and has it's own weird/extreme FoV), and the movie would still look more realistic.
Mocap is used to create realistic detailed movements for realistic detailed characters. There are many instances where Mocap isn't suitable, or even an option. Hulk, yes. Finding Nemo, no. FF: Spirtis Within, yes. Ice Age, no. You'll still have a job lined up.
According to the proportion sheets we were handed in art class, 6-6.5 heads is actually realistic. Somehow I can't believe that as 7-7.5 always looked more realistic despite being labeled "idealized". Maybe game art distorts our perception?
Really nice texture work on the gladius! Are you going for a realistic look or stylized fantasy game look? For a realistic blade I think there would be less stony flavor on the metal, in terms of grain and cracks, and a lot more light scratches. Triangulation seems fine to me.
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This
is what I’ve been told by my level design teacher: * Level
Design is about 2 things: * Can
you create believable spaces – This is doesn’t mean realistic, as not all games
are realistic, but it means that you need to be able to create spaces that have
history and have realistic structure. Your levels should tell a…
Great first sculpt man :) I agree that anatomy should be a key focus if you want to do characters :) , maybe try some more realistic proportions/anatomy before stylised, as a stylised face is still based on realistic features and proportions (just with them exagerated). But great first go
It does look goodbut something feels quite off. If you manage to find and fix it, you will be making realistic humans which we.would not be able to tell the difference. Also something to keep in mind, people tend to go with more vibrant colors in the objects whereas realistic models are more saturated! ;)