Hi everyone! We’re a team of two developers looking for an artist for our humorous superhero visual novel. Our previous artist recently stepped away to take a full-time job, so we’re looking for someone to complete some final art pieces before launch: * Marketing assets (including Steam page assets) * Main menu art * Main…
Games were recycled inbred titles long before anyone even thought of the Call of Duty franchise. If your theory was even remotely true the gaming industry would have been decline since forever ago but instead it's exploded in size. Not sure if serious... The only logical conclusion to draw from a decline in retail sales is…
I think it'd be good if you used some bigger shapes on most of those staffs. The handles and butts are all designed well, maybe with a bit too much small scale detail on some of them. The head designs are good too but are a bit too dinky I think. Valve likes big shapes that really show up well from the in game view and…
Hi mate. Loving the tools and I have a tools request if your interested .... I'm looking for a way within Zbrush to align the view ( model ) to a tangent of the tools surface, which you can find using the transpose action line with a single click. The transpose action line has a white circle that will rotate and align the…
Dave Perry: http://www.mobygames.com/developer/sheet/view/developerId,812/ Mark Cerny: http://www.mobygames.com/developer/sheet/view/developerId,18633/ All I am saying is trotting up 2 game devs that are names in the industry is much more impressive to me than some random VP of blah blah. This makes me as a developer feel…
I'm a bit confused: I thought environment artists produce (sculpt and texture) the art assets based on concept art, and the level designers plan/block out the level's scale, flow, mesh placement, optimization, and scripting. Are level designers not the ones who take the finished art models/decals and populate the scene?…
Hey George! As you know I'm an amateur, but I'd like to tell you some points that in my opinion are hurting the head of your character from the side view. - Ear: it usually connects to center of the head on the side view, also it's size is same as the distance from the eyebrows to the bottom of the nose. - The forehead is…
just rotate your camera to a similar view in zbrush, then go into movie > timeline > show set two keys in the timeline when you rotate around your model just click one of the keys and you are back on your reference view take a screenshot, bring it to photoshop and overlay your reference, toggle the reference on and off,…
Guess I don't know my warcraft characters and correct proportions. I don't know why I didn't see it earlier, but the proportion issue is totally clear to me now; idk guess i was just tired. This is now deserving a public appology to Morph, please forgive me terrible eyes and judgement <3 <3 <3 and now on topic, he looks…
Okay here we are again. I've done some updates especially on the profile view. I switched to a different material and gave some more depth to the forms in the eye/cheek bone areas. Hopefully this is looking more like the image. This may have effected the front view quite a bit, especially with the eyebrows. Just let me…