Reflection on the Convert your Friends project My tutor for the course i'm doing has given me three questions to answer on my devlog so here it is. Question 01: What was the aspect you enjoyed working on the most? What was it about doing that thing that you enjoyed? The part of this project I've enjoyed the most is all the…
hello, my 2 cents on top of the help given: island - does not look like the concept, does not have the mood. you see the rocks in the concept? there are colour shifts in hue and saturation. yours is just a flat out texture overlay with single colour and flat lighting. - work on the textures, and learn how to light the…
McIlroy: Peter Jackson is co owner of Weta. Himself Richard Taylor and his wife Tania Rodger, and Jamie Selkirk are the owners and founders of Weta. Besides co-owners they are close friends. I think it will be more of a All for one and One for all kinda thing with PJ and Weta. They did the Rings with eachother and I…
I have been creating several renders and putting into practice the visual style of TF2, and it turns out quite well. I think I'm going to start making the renders.
Hi there! I am working on this piece of fan art practice/portfolio piece of Stan Winston's Pumpkinhead. I'm on the texture creation phase in Substance Painter, and wanted to get some thoughts on what I have so far, and what more it needs. I think it looks ok, but it feels like it's missing something to really take it to…
avatar still looks bad to me, all the cg looks like game cut scenes.. good cut scenes, but not real and mixed in witht he real actors and stuff it really comes off as fake to me. they shoulda stuck with practicle fx for at least the main blue things or something. those just dont hold up as being remotely "real" i guess i'm…
I am having a hard time telling whether the dog is in a walk, trot, or gallop. It's not very clear based on the velocity and the animation of the dog. https://lesterbanks.com/2017/02/animating-quadruped-locomotion/ I would recommend watching this video, and trying out some animation loops for yourself, then deciding which…
Hi! Cool revolver. Looking closer, I think some edges look a bit too smooth/blurry and the edgewear looks a tad too random in some places. I'm sure a weapon artist can give better feedback here. If you look at the last image, on the side of the attachment there seems to be an texture error. What jumps out is the low…
Hey thanks for the reply. I've struggled a bit with keeping the cheek bones without making the face too "lean" in a way? Like I'll carve them out initially but always find myself adding more and more fat & padding until they are almost gone in a way. Can you also explain what you mean by base of nose is missing? I presume…
Generally, you want the shapes in the high and low poly to match as closely as possible - this means that often the low poly will either be exactly the same size or both slightly bigger and smaller than the high. For something like a cylinder, the low should intersect with the high in a vacillating pattern. Here's an…