So here's why the workflow i suggested before is a good idea, in my opinion (feel free to disagree): Currently the industry is going through a shift from one workflow to another. one of the great things about the new workflow is that it's possible to have a very efficient and streamlined way of approaching materials. I…
DAY 2 Not gonna lie. Day two was incredibly productive. I exhausted my Spotify playlist multiple times but I have finished a large part of the skin. I added colour to the sketches and experimented with some shapes to see if it looked better. At this point I didn't think about making it suit the Restricted tier but rather…
If you're able to work remotely, that's great. Good to hear you're recovering from what happened. You going to LA kind of reminds me a bit of me going up to Seattle, Washington for the first time. There's that honeymoon phase where you want to explore around, and when something from the job suddenly happens, it kind of…
UPDATE I finalised the garments in Marvelous, and my animation worked! I couldn't use the final few frames as the hand colliding with the chest cause some really weird deformation of the shirt, but the frame I did end up using will work just as well. My next step was to use Marvelous Designer's retop tool, making sure to…
Ive gone through numerous iterations since my last post, here are the results! I've refined most of the forms and proportions on the arms to a level I'm happy with, currently I am working on finishing details that still stick out and bother me as well as finding ways to make bits under the armor plates look more…
Assuming you're looking for Environment Artist roles... here's what I can give. - remove your weapons (Environment Artists don't usually get to build these unless it's a small studio or a random shift of responsibility shift in the studio because they had no-one else to do it) - remove the character (you'll never be asked…
Quoted out of context actually. Italicized for emphasis "Never, EVER remove the forward, (Z-Axis), movement keys from your character’s root/pelvis bone to see your character cycling on the spot unless you want them to plane forward in an unnatural manner when you key them forward again. We don’t move linearly in real life,…
@okornyal : I ended up using a pretty easy technique, I tried projection mapping but it was way too expensive and did not really yield good results. So instead of doing complex shader operations, I just worked on the mesh a little bit. First, try to UV it with minimal UV seams, do not worry too much about stretching, you…
I've no antivirus watsoever, the last (and first but I'm responsible I was foolish enough to bypass google warning message about the site I was visiting !) time I got something evil inside my comp was a few month ago, pctools2011 and it's a rogueware. What I've learned by studying various known virus/worm code, is that for…
You have some lovely character art. I really like the subtly of the textures, especially the female bust. I sound like the polycount broken record, but anatomy studies would really help push your work to the next level. Even cartoony characters are rooted in reality. The Pegasus for example could use some muscle definition…