Wow thanks for all the emails guys! I got swarmed so I will try to get through these as quickly as possible. If you don't hear from me in a few days, no worries, it's just because I'm swamped over here.
Eh, I haven't touched a console since the GameCube. I think Ubisoft can just survive without my money. Now, if avoiding Ubisoft games becomes a trend, like it quickly is, they may eventually be forced to change their plans.
No its the low poly but it still needs optimising for animation/rigging, hopefully I can rig it quickly with biped or maybe I will be stuck with rubbish zbrush traspose. The base mesh for deadpool was only like 64 polys or something lol.
607 tri Could have easily gone to 400 and fixed some things without much loss of quality but I was doing this quickly between things Edit: Disclaimer this is showing what 600 can do not 60 incase anyone was wondering
Concept/illustration work ideally - apparently we don't need much knowledge on 3d work before hand, and I don't know much on it. But the courses are games art so deal with all aspects. Thank you for responding so quickly :)
Quickly finishing this off before starting some new stuff this weekend. @narticus A lot of the textures were heavily manipulated photosourced. Pretty much all the textures here are just tiling textures heavily edited and then blended/built up in the engine.
Tiling textures could still work, try to search for how "decals" and "vertex painting" works. These two would be the best way to do these damages. Edit: I just quickly searched the source for the decal thing, here it is. I hope these helps!
he really needs a bigger penis. looks like you're still fighting with the wireframe. check out the "Average Vertices" tool, it's a good way to quickly clean up areas with distorted polygons without having to push vertices around as much.
Not likely we'll add this. There are many gif tools out there. Besides, gif is a pretty bad format for display since it's limited to 256 colors, and they get large in file size very quickly. If you have Photoshop, check out the Timeline feature.
I find rough sculpting (even for diffuse only characters) to be the best place to start. Its a great way to ascertain proportions, silhouette and gesture whilst also allowing you to make any changes to design/feedback changes quickly too.