This role is ideal for anyone whos fanatical about Old School Runescape and has an artistic side. Were looking for someone that lives, breathes and loves the Old School iteration of your favourite game and is a dab hand with the pixels. Youll be key to the creation and maintenance of art assets for OSRS including 3d…
I thought it might be handy to discuss Levels of Detail, how to create them and what are some tips and tricks everyone's discovered. I'm mostly thinking about static triangulated props but I'm sure people have tips for characters as well. So far here's what I've come up with. - Optimize (reduce in maya?) is pretty crap…
Trim Dynamic, How I Love Thee! Updating the Skull So with some more references and a bit of feedback here and there I jumped back into sculpting and thanks to some amazing references I found from concept artists and character artists who worked on Sea of Thieves I could instantly tell what this skull was missing...... ...…
The new environment looks really good but the old ones do not hold up at all and will just keep dragging you down. You need to get rid of the old stuff. Weakest denominator. Dont use 5 different fonts that looks tasteless. 2 max, and use weightings. The top of the gallery looks messy, what is that hand there for ? What is…
My biggest problem with it, is that it doesn't "feel" Jerusalem. It's a good job overall, but I think you should do a bit more research regarding the city itself: Jerusalem today is quite like it was in history, especially in the old city, where things are preserved. The view of Jerusalem today still has all the ancient…
This is an issue as old as time (or rather, as old as Zbrush) and AFAIK there is no fix for it, as the Zbrush FOV values do not really represent anything and you won't be able to get a real analog to a 3d viewport since their projection/rendering isn't really 3D. I've seen it negatively affect the work of extremely skilled…
I played through it last night. There was some really cool stuff in there. But I was really disappointed about it being mostly The way they were talking about it, it sounded like it'd be a whole campaign with a story and the old characters would be conversing with the new ones and stuff, but instead it's A big hold-out…
@LeoNexus6 Glad you found it useful :) @Sarp Cool that you're joining the challenge. I think each of the press designs has quite the distinct personality, so I'm not sure how successful one can mix parts without creating something new entirely. But hey, if that's the goal you're setting yourself, I'm curious to see what…
Hey guys, I was using another thread to show this scene but it started to get a little too big. I'll be using this first post to hold my latest images, and leaving the old ones in my photobucket account if you're interested. I've recently started a new job so I've had less time to work on this than I'd have liked. I've…
hey hey everyone. sp0nge - Its all in the texturing, I havn't shown zbrush this model at all yet =/ just a mix of bakes from hard surface in max, crazy bump and the good old nvidea normal map tool :D Its pretty old school but it works for this kind of thing (I hope) Sophax - personally I like how the helmet is going and…