@jugufre that sounds like it may work I will try that. @praetus that makes a ridiculous amount of sense and it may be why sometimes it's worked and sometimes it hasn't. [edit] as I was messing with it, I realized that you both wer talking pretty much about the same thing. Recording the action as saving directly to the file…
Very interest stuff guys. @Ninjas, I like your point about making use of existing reference to inform your design rather than trying to pull it out of your ass. I agree with the concept of plausible design. I see so many things out there that just don't make sense visually and seem to be there just to make it "look cool".…
Perhaps divide your portfolio along studio position lines. Robot sketch 2 is just a blob of rusty metal, not a good thing to keep. Ask yourself if someone experimenting in zbrush couldn't do the same thing, especially so if it wasn't textured and didn't have the mist. Monster Bust is also a generic blob with generic sharp…
Well i'm changing so much the concept that i'm thinking about starting a whole new thread. For the other hand, keeping posting here could be best to follow the progress since i'm not starting from scratch, but reworking the same model. I left the previous design behind for several reasons: -not being able to pull of a good…
Hey, first thing that springs to mind is the shape, it's very formless at the moment lacking in an anatomical sense. I'm going go out on a limb and say you have jumped up the divisions a bit to quickly trying to get the small detail in before the larger shapes have taken form, that's why it's looking a bit lumpy at the…
I'm not quite clear on your intent - If you were literally going to make a statue, where the arms would be permanently in this position, then some pretty simple box like geometry that encompasses the overall shape/proportions would suffice. Basically, just like an actual block of marble or whatever that you would carve…
The character system is a little weird. Basically we have a max of 4 material pages per creature. Each material gets base/spec/glow/tint @ 1024. These all get compressed down to 512 in-game (I imagine they'll be able to have them at their full res at some point down the road). None of these texture pages tile, so we have…
interesting idea. I think your on the right path with the poly flow of the coat and face so far. The hands dont need that much information in them...i guess im tryin to say remove the cuts in the palm and just make it simple. If your going "next gen" then the normal map will do all the work your trying to do with geo…
Yea, I don't see how a company can slash and burn and not expect the few remaining woodland creatures to not be shell shocked and have productivity drop off. But it sounds like its a typical, oh crap we're not making our money back (or we're not making enough to fill EA's empty belly) lets revert to the old ways and screw…
It all has a very stylized design to it for the characters at least. The edge loops are looking good and the poly count seems about right. Some of your proportions are a bit off though on the characters. I noticed right away with the cowgirl her hands and feet are rather large for a woman. You'll notice more girls tend to…