Hello everyone. Just a quick update to state that the search is still ongoing so this is still relevant. We are currently in the early stages of brainstorming and refining abstract game concepts. The first/initial project is likely (but not necessarily) looking to be a multiplayer 3D turn based PvP game in a stylised art…
P442, Okay I'll give it more polygons. Illusive, its suppose to be a generic rock but was planning to make a few more variation of it. The reason why I didn't do tileable was because I don't know how to create rocks with a layered look, and make it seamless. Mine doesn't really look that layered, but it's the closest I've…
Thanks for the feedback guys - it really helps :) @MDK - Hehe - I agree the skull on the hat is really flaky at the minute - I'll tidy it up in ZBrush for sure and try and make it less cartoony. I'll have a look at playing with the proportions of the hat as well, to try and steer it away from being too stylised.…
I'm more than happy to stick with the way I know, I suppose I've just got this thought in the back of my head... what happens if I get an art test, or a job where the art lead says 'model a head, here's your concept art'... Obviously I have no idea on the likelihood of that happening since I'm not yet employed in the…
Alright so it's been a month now and I've had to swallow a pill I was trying to ignore. Wildebeest's current design just isn't working there's a lot wrong with it. I could state it all but I think @BagelHero said it better then anything I could say. SO I'll link that thread if you're interested in what that is about.…
Thanks! I think you're right in that I need some more modern and real weapons. I checked out imfdb as well and found some great ones so thanks for that recommendation. I did write what I rendered the lowpoly models in (Marmoset Toolbag 1 or 2), the highpolys are all rendered in Blender with either the internal renderer or…
Hey!! So much activity all of a sudden haha. I'll do my best to answer everything, sorry if its a bit long winded but a lot of stuff happened with this project. I ended up completing an entirely different stylized Knight character in the time where I was burnt out on learning how to create human heads. HAIR I used Maya's…
Yeah sure! - I'm not digging the white lines over your art in your ArtStation banner. In Dragon Fortress, your textures all look flat (the floor and the wall/rail material. Maybe try some tesselation and/or increasing the normal intensity. I don't really think the textures in this piece are up to professional level. Maybe…
The following advice isn't specific to Unreal, it's just how we do it in games in general. For context, I'm a Senior Technical Animator at EA, and have previously worked for Ubisoft Montreal and Activision, so I have some experience with this. Walk Cycles: It depends on the engine / animation system, but for most games you…
Hey there again, no updates to show just yet, but I will try to answer some quick questions in the meantime: Optimization: Again, we are fully aware that the low poly COULD be lower poly, but this would disrupt the smoothing groups and the silhouette, and would not be worth losing the gorgeously smooth and high poly…