Be ready to face the fact you may never get a job in the industry, out of a class of about oh 20-30 2 made it the rest failed and still cannot find jobs. That was 2 years ago
I started yesterday, it's absolutely fabulous. The close up on Beatrice's face at the beginning of the game is awesome. The fact that you can see the tiny tiny hairs on her chin (lol female goatee?) was quite nice.
Wow, just got to echo the praise with your portfolio. There's some awesome stuff there, your take on Two Face and your Kenzo concept are probably my fave pieces but theres so much good stuff!
Man Totems was one of the games i was totally wishing for, really sucks it got canceled same sad fate Cuter Slate faced.... its sucks no one gonna safe this awesome project it seems. *sigh*
The thing that bug me about the new design is the lack of 'polycount' font. It isn't so much the smiley itself its the fact that seems to be primarily the "face" (punt intended) of polycount when it always seemed to be the font.
ok in further investigation it seems the problem is caused by missing TVerts. it seems the amount of TVerts is set by how many verts you have in the uwv's (for example by breaking poly's on unwrap uwv you get more) now, by needing all vertices in the mesh including redundant ones (num tris * 3) instead of actual all-welded…
We are working on a major update to this game and should have out by December. I thought I would pass this by the community to see if anyone can think of things to do to help improve the players experience. I realize its a very limited target audience. But maybe there a few simple things we can do that someone is willing…
Aha, that explains a couple of things! I was picking on a cluster of strong traits that don't occur often all at the same time on women's faces. Borrowing liberally from other faces with similar features can help a lot when adapting a likeness. Example: Rose Leslie's eye x eyebrow relationship and chin configuration. Her…
Almost always sculpt in perspective. The only times you don't want to use it is for technical things or things that you need to move on an exact axis, for example, if you're moving the knees of your character, turn off perspective. for just about everything else, keep it on! your sculpting looks to be improving, so nice…