Thanks guys! @Abrvpt: I totally agree with you on that, I just didn't get to it yet xD @Jonmills: I love his art style! Did you know that Fathom interactive will be producing his Wasteland concepts into a mobile game? And btw, did you post your bmx girl somewhere? would love to see it!
I think the context is important - Youtube is non-interactive so you might as well play to the strengths of controlling the edit and movement. When you're demoing live to people, they're a lot more forgiving because they're in control. Just my 2c, doesn't take away one iota, this is phenomenal work. Colour me jealous.
Look into the University of Southern California: Interactive Media, Games and Design Division in the School of Cinematic Arts, or the CS for Games program in the Viterbi School of Engineering. Trojans have been around for more than a century. We don't screw around (as a uni). If you have any questions abou the IMGD…
It uses a SWF panel, which I believe was added to Photoshop in CS4. And is also what I believe the problem is with mine, all the SWF panels (like Kuler) work incredibly slow and eventually crash Photoshop altogether. Must be something wrong with my Photoshop/Shockwave interaction, but I can't figure it out for the life of…
I also test 3d interactivity on the screen and that's why the table is so close, if you take a look there are 8 camera's mounted on the screen which are used for motion capture. :) And i usually make it a bit smaller because at that distance i do have to turn my head 60 degrees to see the recycle bin icon :) )
can't see the latest shots, but i can see that you're already doing the same thing with her abdomen as you've done with your past models (which i remember was commented on then, too). you need to really take a solid look at how the muscles of the abdomen overlap each other. how they interact with the ribs and hips.
he would be referring to a grpahics api like direct3d or opengl which almost all game run on fore interacting with the graphics hardware. pretty much all texture end up as a dds file at somepoint on the gpus vram, and the same goes for meshes just being raw data on the gpu at somepoint during the game excuation.
I was thinking it would be an open study so whatever you feel like doing you can receive feedback on. I would have no problem having it on Polycount but I need to know first if we would be allowed to have 5 threads in the P&P section. Plus the skype chats would be more interactive.
I wouldn't bother UVing him at this point. You'll most likely have to retopo once you've got your your sculpt sorted, so save that for afterwards. You've got a few triangles which are likely to interfere wih your sculpting. The pole on the back of the hand is likely to be a particular pain in the proverbial, though it's…
Agree with the others, great first environment, just needs a little dirtying up. Additionally try and not have everything be perfect 90 degree angles e.g. the furniture in the corridor - rotate the chairs slightly and subtly, move the tables variable distances from the wall etc. Leave evidence of human interaction…