Looks like you got the hang of things. Some wireframes posts would give us a little more to look at too. You should try for something a little more creative and bold for your next piece.
I think it's the exact same as the Kinect. I mean we still have the navigation problem. :/ There's all kinds of amazing applications we COULD use it for, but the kind of money being sunk into it, doesn't lend itself to creativity.
I agree with the others: Stick with 1 at a time and go for the finish, one fished piece of work feels a lot better than 10 unfinished ones. Or count yourself lucky that you're not all shrivelled-up creatively.
@ZacD That's what I thought, I mean, some of the Gnomon DVD's are pretty pricey, and you would get to see all the trial and error, the creative process, everything, at least if it was done how this guy plans on doing it.
I completely agree. Honestly, on a whole, the marketing part of games: From cover design to commercials needs a huge clean-up and a good injection of creativity, the GOOD kind that requires THOUGHT. Big fan of the show too.
My finished model, rendered in Unreal 4. The texture is close to the reference, however, I made a few creative changes to suite my own style. The low poly model came in just under 32,000 tris.
I think my favorite "tutorials" are the ones that show the process without any narration. Videos like this one are great. I love seeing the creative ways people utilize certain tools to get a specific look.
Thanks man! There's a strong narrative focus in TSW, so building scenes that convey a lot of that to the player was certainly the focus. It's a lot of fun to do even despite (and in some cases because of) the limitations in the engine. It certainly encouraged creativity.
they say alcohol makes you creative (but not necessarily cleverer or faster;)) and sleep deprivation affects you similarly to alcohol. So yeah...you're gonna do some weird shit if you don't get enough sleep.
Edit: The ref sheet has been changed to Death Blossom as I see more room for fighting a monster compared to Elderwood. Because there are fewer references, I see a lot of room for exploration and creativity within the project.