[ QUOTE ] The advancement of LOD tools (meshlab rocks) have been a huge help in my workflow. It will never be 100% automatic, like soul said a program can't determine some key areas like the face, etc. But a powerfull lod tool in conjuction with hand tweaks really does the job much faster. [/ QUOTE ] our lods are all…
i didn't take pictures of the whole sculpting process, so some details only popped out in the final model :X retopo done in 3dcoat, unwrap just plain boring 3dsmax, i have been asked how i did it and i just don't see anything special about it, organic stuff is so easy these days and automatic unwrapping so often gave me…
carlo_c: they're a fair time commitment, tbh... I think it could be why more people don't do them. They range between a month and 3-4 months. Goblin guy took about a month. Busts just don't take as long as full maquettes. Lucien was about 3. Hyena guy was a bit more than 2. pior: thanks! Yeah, I do have the dremmel and the…
good points richard, I totally agree you have to be passionate and creative and working on something you love. It also depends on if you are truley in it for creative passion and thats the be all end all for you in life. Personally, making games is a fun way to make decent coin while not killing myself to support a…
I think the idea is quite cool but there are some things that are throwing me off a little so I've written some notes on how you could improve the scene. 1. My biggest take from this is that the texture's are looking quite flat. They don't seem to catch the lighting very well which results in them quite flat. As you…
Timing, contacts and market seems far more important than portfolio atleast in my experience. (though sometimes the right company/client does find you) Like of course every artist needs the skills to do the job, but looking over hire's I can't say that there is a definitive bar that each candidate is required to reach. I…
Alright the DOOM weapon one. (*) I spent some more time sculpting and planing this one compared to the last. I did sculpt all over the last one and tried to put a masculine human element into it, but this one involved alot more hard surface brushes. I am very curious to see how this one will paint out: (*) I concepted out…
Yep i know. Going to make it more barbaric and rough later as i will change the sculpt more will test how noise will work on it. And yes i agree that atm it looks too clean . Atm i need also to scale the chains on this. Need to make one end of the chain smaller and every next link on the chain a little bit bigger this…
Well after the forum update it took me far too long to find my favorites, including this thread! If you'll take my opinion again... That sand effect is brilliant, don't think I've seen anything like it in other games. Definitely use it on an enemy, maybe a creepy mummy that drops a sand trail out of the cracks in its…
Thanks for the crit! I've been exploring some various methods to make some of the shapes pop out a little more, whether it's a frenel shader or absurd usage of the roughness value. queue the make everything shiny clutch I currently have with this video. I totally need to revisit the models as well as they were pretty…