Realistically speaking - that's never going to happen. The development community for Blender is quite small, tend to reside within the "reality distortion field" of Blender's BDFL*, and the vast majority are strong proponents of the copyleft license (to the point where they've stated they're not interested in legal methods…
okay so i´ll just point it out like it is. you should not take stylization as an excuse for not having to constraint to the rules of anatomy. don´t try to "save" a model you couldn´t get as realistic as you wanted by abstracting it. you will never get better at anatomy if you always turn around after half the way. to…
I am a 4chan regular and my favorite board is /d ( You can imagine the rest) All I am gonna say about this is: If you want to make a fantasy game in which powerful male main character destroys the enemies and saves the extremely sexy princess... do it.. .. BUT !! DON'T give me that bulls..t about your game being mature or…
I think it's the close-up of Captain Haddock that disappoints me the most. The characters in the other shots that are further from the camera all look pretty good. It's all those extraneous details in the skin texture and those unnervingly realistic eyes that make Haddock look creepy. I don't know why Zemeckis is seemingly…
You don't need to post multiple time. Generally speaking, if the low poly is the final result you want, it makes more sense to UV and texture that one. Don't forget this - even if you want to bake, the low poly will need to store the baked texture somewhere so it definitely needs UV. Efficient use of UV space is EXTREMELY…
I sort of liked the ship... I would start with vehicles in your case. Your next step is to show you can model and texture things in a realistic fashion. Check these tutorials out. Like the clock you made for example, get some reference for a grand father clock and make as realistic as possible with a small texture, 256 x…
hey matys this looks fabulous. my crits if your still looking for some: The crusader is perfect, wouldnt change a thing. The female warrior top-half is perfect. I don't think shes ugly. Shes tough, as a female rogue/fighter type should be. The lower half however is very non-realistic. Examples: 1)high heels. Sexy yes,…
I'm aware of that but there's a lot of subtlety and variation in the real things that you can't really put in a 3d model, so sometimes it helps to compensate. Same with animation, you cant just mocap a realistic character and leave it at that or they look wierd and alien (final fantasy movie anyone?), because there's a lot…
StJoris, I should rephrase, actually. I didn't mean the character or style itself was boring, I was simply more in the mood for something goofy-looking than realistic, after having done a bunch of more or less realistic models. KonamiCode: The top-heaviness is quite intentional, actually. Though I was struggling a bit with…
The only problem i see with this is that's it a lot more work to create assets that are actually optimized and created in such a way that they could be used for a level. A lot of people are making a scene in the unearthly challenge that only works well from a certain viewing angle. On mapcore we had a cool contest about a…