it's better to have works in your portfolio that show off your current skill level. I have done that as well - pruned my portfolio aggressively. I think so. Judging by the zbrush render, I think you can make it as a AAA character artist. Naturally the state of gamedev industry is crazy, so it may take a while to land a…
@pior good stuff! thanks for sharing, it validates my current direction. Your suggestions around masking are nice, I'll look at that next. Do you have any ideas for reducing the guess work around density? I'm trying out two things atm but curious to hear your ideas.
Oh of course, I'd make sure to reduce the value range in relation to distance and focus accordingly. But thanks for reminding, especially in regards of the near car wreck! And good point as well. Personally more drawn towards it spooling from the vehicle, to reduce bulk and weight on the robot itself.
Wrote up the Ornatrix groom-to-bake pipeline I use for stylized characters, focused on two things that bite later if you skip them: keeping the groom mask-driven and editable (density / gravity / length multipliers painted in Substance, so almost every operator is mask-controlled without splitting the groom into a file per…
You could improve the spout and the base by adding more edges. The topology for a lowpoly mesh does not need to be a regular distribution like a cylinder... instead you can add and subtract edges to improve curvature. See examples on our wiki: http://wiki.polycount.com/wiki/Limb_Topology…
For interesting Projects being worked on, have a look at this: High-fidelity pixelated futuristic character models for a GoldSrc game in development Super cool retro FPS with a refreshing style being developed by a small team ^-^ They have an active Youtube and recent Patreon.