I like that you shared these as sketchfabs, I wish more Art Dumps could do this. What are the specs on the characters? Also, did you guys use a terrain editor? The path looks very well defined and doesn't have that blurry faded look between materials that you see in a lot of games.
looks very nice! I am an absolute fan of your helmet and would definately pay to use it! your shield is juist awesome adn i cant wait to see what you come up with for the sword! If everything that has been made for the constest is on this forum, you've basically won. Congratz :P
The easiest way to do it would probably be to draw on a mask, then use the curve brush to define the mask. Press cntrl while clicking the stroke icon on the left of the interface. Once you have the mask you want , invert it and use the deformation sub palet (under tools) and under deflate slide the handle left.
@Tomtegubbe thanks pal! thats aweosme reference you gave me!, i will definately start studying that now, i am glad that i have layers for my folds so i can give it a redo. should be fun. ill make sure to do some studies of it right now of folds!
I think the line crease between her bum and thighs is too defined, almost like the belt is pushing it down alot. Try make the definition more subtle, and give it a rounder look. Here is a good example (I'll hyperlink it so it doesnt take up too much thread space) "possiblyNSFW"
Each of the ones you listed sound like interesting starting points to me. It's up to you to do the research and make a compelling paper out of it. My first thought was why do you want to become a game designer? Why exactly? Define "game designer", what does that role mean to you?
did a reeeeally fast paintover, literally all i did was paint with the standard brush at between 1 - 5 pixels, and set the hardness of the brush to 75%. the thing i was going for, was trying to define key areas... eyelids and such with the 1px brush, eyelashes, the irises as well... then i kinda went mad with the cyborg…
OBJ only supports "groups" or vertex. Maya has that on by default. When you import OBJ with Maya, each group would be imported as separate mesh as well. You can see examples how groups are defined with "g" in the obj file - http://www.andrewnoske.com/wiki/OBJ_file_format Compare that to what Maya produces.
A few things: The wood is too bright and clean. The materials aren't defined well. The metal does not look like metal. The main problem is that you don't have a good specular map. Generally you want to make the specular map from the diffuse and increase the contrast. The color of the bullets do not seem to be correct.
Pretty promising work, man. I think you're kinda letting your details get away from you -- You're letting musclature and small, textural details destroy the overall form. Try and think big to small more. What are the major shapes? What smaller shapes define and accept them?