Yes! I will definitely do teeth, I think it'll be a vital part to bring some character to his face, but something I rarely do so it might take a few tries. This is slightly unrelated but an important step. I got some advice from the main game company I want to apply to within the next few months, which was to learn the…
Hey dude, that's not bad for a beginner. Post your flat textures to see how you uv mapped the character - this could help find out why your normal map was not good. I like the guitar btw. Here is a paintover of some things you can change easily: The overall shape of the head could use some small changes and your edge loops…
Thank you very much for all the replies guys. Hopefully I'm going to be able to get a nice chunk of money from financial aid, and from there I can maybe get through with getting a degree in fine arts, while practicing cg in my free time. I think you hit the nail on the head of what I wanted to hear Poop: get the fine arts…
Keep at it, fumeFX has its place in the games industry and you can do a lot with it. What might be more practical is just getting to know the particle system inside and out, a lot more practical stuff can be done with it and most engines have a similar system but almost always proprietary. 5 years ago particle effects…
Ah, I see. Is on left lowpoly with normal map applied, on the right lowpoly mesh shading? Personally, like to reduce the mesh shading gradients for such objects so that the normal map has less to compensate, keeping its limited bit depth in mind. Whether mesh gradient will actually come through also depends on the final…
I'm surprised by the amount of unprofessional-ism from participants on this thread. Industry professionals should be providing feedback, realistic criticism, and advice with respect to their roles as professional artists. No matter how blunt, all you do is degrade the respect and integrity of the amount of work and…
Thank you very much for the tool, Alec. It is pretty incredible. I have a couple of questions. I am doing some submissions for the DOTA workshop and I am a bit concerned about LOD1. Which would be the best practices to avoid errors when optimizing for LOD1? From what I've read some good practices to avoid shading errors…
I understand that what I just posted can't just be applied into the PSD over the UVs. Again, it was just for my own way of practicing and getting a better feel for each camouflage pattern's proportions between colors and the amount of space the gray in each pattern takes up. Do you feel these 2D practice images show a good…
its all practice Worble. when i started, i would make a model, see it and be like wow.. this is amazing... but it wasnt. i had trouble seeing it too. just keep practicing and stay motivated. references are your best friend. try and sculpt/model from life images rather then someone elses 3D models! you dont want to make…
It's really about workflow, knowledge and practice. I've spent the better part of 10yrs painting textures "old school" and I'm unpracticed in the new generation of artwork so I'm slow as shit. But people like Per, Josh, EQ, etc - all have years of experience with this. They have their pipelines and workflows established,…