@NateMasterFlash Took another look at it and I definitely agree I had the overall building a bit too narrow. I pulled it out a bit towards to open side of the scene and it feels less claustrophobic on that front face now. For the scale, talking to Wes earlier the figure in the doorway is intended to be an Ogre, if you look…
Hello Hantoh, We here at Starboard Games are looking for talented and dedicated artists to join us on our projects. You may find out more about us at: http://starboardgamesllc.com/ Starboard Games LLC is an indie gaming studio comprised of highly professional and friendly people. We are looking for a Character Modeller to…
First off, great job Milly! She's really turned out great! Some feedback - -Overall, I think the colour scheme is great. I think she reads very well. I think her hood is ace, especially how the rest drapes down her back. I really like her eyes, especially on the second picture. They look "alive" to me. The metallic plates…
Hey, nice progess. Glad to see you wrapped up one prop and are moving onto the next. My main crit for the barrel would be that you could still use more divisions to round out the cylinder. It looks like you have some excess edgeloops along the height and those verts may have been better spent removing some noticeable…
Thanks for the help. Coming to a crashing halt after working on this model daily for like, probably a month is kind of a bummer. I can live with saying good game and trying another, but I feel like if I can just wrap my head around map baking and normals and this more technical stuff, I may be able to fix my glorious…
elfronza: Real quality sculpting. Clothing is looking fantastic, though I would consider throwing more wrinkles around the armpits. I do think you can get a closer likeness to the concept while maintaining a realistic style. Longer face, more robust jawline, larger chin, etc. stevston89: Really clean work. I think the…
so I started doing Scruples' method, but gave up halfway. Baking a specific material mask just for floaters and creating a bunch of nodes seems too time consuming for production, even if the graph could be reused for the future. As for musashidan's suggestion, I always thought for whatever reason that SP always exported…
Thanks! On the creative side, they are mostly tech-driven: I have some idea that I want to test or some problem that I want to solve. In both this one and Brick Block, I wanted to find a good and systematic way of working with handcrafted tilesets. Along the way, I find other interesting problems I also want to tackle. In…
Real quick I just searched and found these basic examples through Google. There are a lot of basic UV layout tutorials of boxes out there making it shaped liked this: http://www.ozone3d.net/~geeks3d/public/satyr/200909/gettingstartedwithblender3/images/uvmatching.jpg However, with game engines, normal maps and hard edges…
This is in a nutshell the one huge problem with Zbrush. The program is awesome on all accounts but perspective perception is just flawed in it (even in P mode) and the surface reading of materials is odd with either matcaps and regular materials. The forms just don't "wrap" like they should. It's quite hard to pin point…