Well here it is! I'm finally making a digital sketchbook! Any feedback I can get for anything will be greatly appreciated. I got a lot of older stuff to post and have some new stuff that I hope get up on here asap. Welp. this is what I got so far. heres a concept I drew up for a character model for school n stuff. here's…
We here at Computer Top Games are looking someone to help us create the 3D models that will be featured in our game "Second Contact". The game itself is turn based, with the player viewing the units (models) from a 2.5D view on a large game board. Outside of the battles, players will be able to inspect each unit in a much…
Introducing Vec3, A model viewing/sharing service that runs on all browsers and all operating systems. Vec3 is currently in ALPHA development. Features? -Functions on all operating systems, all browsers; with no install -Offsite embedding -Ability to view textures and uv maps -Rotation/panning/zooming -Model stats…
2800 seems very high for an RTS, especially if the top-down view in the upper-right is representative of the expected viewing distance in your game. As I've said before, it's generally a good idea to look at the wireframe version rendered in-game to determine if the mesh is too dense. You can always cheat and use a second…
Deepest part of temporal line is around brow line level [image1] . Are her ears real or your improvisation , there is almost not lobe and they are straight up and down while most often ears are on a diagonal [easy fix just mask whole area around the eye blur the mask and rotate its counterclockwise ] also connection with…
You've got some great points ( and a great painting style also ) and I'll push the saturation and Look into fixing the brown pavers spec. I forgot to post the ref shots I've been looking at before. Here's some I've been using to fit my stuff into a D3 kind of style.…
Wow It really surprising, I solved the issue ! 1. I straighten the arms to forearm from front view (bending from top view) from forearm to wristhand I keep the position lower 2. I delete the IK and point helper on top of this, because I position constrain the IK to poin helper and orientaion constraint the wrist to poin…
Two things I think you could improve on - Silhouette It looks like you're paying attention to the silhouette of only the side view of these weapons. If you turn the weapons to the top view all you see are a straight line. It would be beneficially to these weapons to play with the silhouette from all views. Flow I would…
Make sure you are viewing your meshes from the proper perspective of the player as you build them. It doesn't do you much good to build them from the top down view if you'll view them from the bottom up in game. What does it look like in game, and what do you think you need to change to fix it? I really don't know what's…
This looks like a fun project and the progress so far is promising. Very nitpicky, so feel free to ignore: I think some of the cracks on the face are a bit random. They go in all directions rather than following some internal structure or weak points, and some of the widest, most open parts are in flat or depressed areas…