Ooh nice idea guys! Quick suggestion or two while you're in blockout stage : - the dragon looks a bit staid at the moment, maybe a slightly longer neck with a bit of the chest showing would help that a bit, along with maybe rotating the head to be looking down on where a supplicant before the throne would stand. - thinking…
A re-make of the old Saab car commerical - but in my usual lowpoly style. Made for fun with Maya and Aftereffects, cheers! https://youtu.be/NFc9HiptVLs
Yes, the lighting is a bit primitive. I'm only using 1 movable light due to forward shading; the other lights are static, and the light map size of the objects is limited to the 32x32-512x512 range. My assets didn't look good before I multiplied the Ao to Basecolor :/
Hello polycount! This is my fan art for the indie game Master Spy. It was intended from the beginning to be viewed online at sketchfab so please check it out here. (Embedding isn't working) I also have a process album showing how I went about making it which can be viewed here. I made it because I stumbled upon the game…
If you're going for props/environments its probably best to get rid of character stuff and focus on making a few really solid environments or props. I think people general advice is to focus on either stylised or realistic, so focus your artstyle on the kind of studios you want to work for. For example, if your goal is to…
Your work is nice, but your presentation is lacking a bit. I like how close you are to the second character. Why are we not this close to the first one? I can barely see the details on him... I think you need to find a better display solution than just sitting an object on a floating plane with a black render background.…
In one form the lightmap could serve as that. The lightmap is an unwrap, independent to the diffuse that serves to hold b/w information which get's applied (I believe it get's "multiplied") to the diffuse. That b/w information comes from the lighting setup. If you run an AO light setup, you would get AO, but if you put it…
Yeah I switched it to default lit and it seems to be doing a bit better. The trim could help a lot, I'll have to work with it a bit. I tried making the picture larger and it just looked a bit odd to me.
For learning anatomy, Andrew Loomis is an old stand-by for drawing the human figure, but there is still valuable information to be had for sculptors as well. You should be able to find these free in e-book form with a quick search. I use his child/adult head count references all the time - extremely useful sheets. There…
thats cool, Id like a sort of "fit all selected to lightmap" option. Like heres my level in unity now lets fit all these modular wall bits on a 1024 and these modular floor bits on a 1024. And it auto rotates and scales uvs etc like 3dcoat to pack in more if you want it, that would be cool too. Personally I was really…