Yeah, these pieces are beautiful. I really like how you made the scrolled and leafy elements on the pedestal-like object. How much of that is modeled and how much is sculpted? If it's modeled, can I see a wireframe of the scrolled leafy area, by any chance? If you have the time, I would love to see it. THanks!
Hi! I think currently the scene is swallowed by the fog which reduces readability/composition. Adjusting the lighting so the gate gets captured better would also help the readability, especially the warm lights. You have some cold light complementing those, I think that's good. I understand that you want to have simple…
Probably rework the scale of the models and rearrange the scene to match the concept art, I suspect the artist has carefully composed the image in regards of shape , elements and placement of the subjects to make an aesthetically pleasing image. Also you referred to the lighting, I think it's fine as a start, but you could…
Got a bit done this weekend, after the party effects had faded away. Having some trouble coming up with something good for the heating elements inside, looks kinda dumb so far. Apart from that, been working on cutting some more parts of the model, and adjusting it after scaling it a bit.
Still refining/remeshing elements, but she's finally out of blocking stage. Getting those folds in. Deciding on tertiary shapes to bring in / let go of (Shirt relief? Battle damage?). Planning another pass on her cloak and some more treatments on her big belt now that I have a base to work with.
Generally if you've problems handling the logic element too games dev then perhaps take a look at GameMaker, learning how to program as you go on something slightly less complex without the added bottleneck issues of increasingly debugging your efforts throughout. EDIT: These might help as well: CodeInGame Code Combat
Good point, Ill definitely put that into consideration. I feel like the design in general could use more meaningful design elements like that. As of right now I don't feel like her design conveys enough story, there is some there but it could use a few extra additions or changes. Thanks for the idea!
which is the bone that adds the offset is it the pelvis/HIP/root ? or are the legs rotated/bent a bit more than they should ? exactly which element of the rig do you delete when the offset gets introduced ? are the translate xyz channels of the hip joint actually keyed on absolutely every frame after the bake simulation ?
It looks good, I like the overall desaturation with some highly saturated elements. I don't know if the flowers are important to gameplay but with the contrast it suggests they are. There are some construction details that are off, like the conduit and other electrical work. Also, the texture of the ceiling is unusual. Not…
I might start with more mundane stuff. Draw a water bottle and conceptify it. Do something you're totally uncomfortable with and then take it further. Add sci-fi or fantasy elements, do whatever, but maybe starting with something from life might be nice. A tree, go outside and do a tree in your sketchbook.