Good Afternoon Ladies/Gents! So I am moving away from creating props this month, simply because I have to get down that one thing that I've put to the back of my head, which is creating 'Tileable Textures' Why I didn't get this down in the first place is beyond me, perhaps I didn't have the confidence to learn it and do a…
Hey guys, just thought I would mention Max Retopo plugin is awesome and I highly recommend it. http://www.scriptspot.com/3ds-max/scripts/max-retopo Vig told me about this one like a year ago, but stupid me, I didn't even try it until just now. I can confirm that it works with 3ds max 2011 also. Basically it gives you all…
Project Overview We are building an indie mobile game featuring a stylized, retro-console "segmented puppet" aesthetic. Our character pipeline utilizes a modular customization system where clothing, heads, and gear are modeled as separate, interchangeable assets. We are currently sourcing the master assets for a character…
Given the current direction that most art assets are going in, I would think this kind of technology would just be a matter of time. Every game these days seems to use normal maps that reference extremely high-detail models. Digital sculpting is swiftly becoming the de-facto method for adding detail to game worlds. Almost…
Along with all the great suggestions that have been previously stated I would highly recommend using some sort of sculpt program like Zbrush. It's definitely one of the "technology" hurdles but, imho, is well worth the time invested in learning it. You'll be able to knock out SO many more studies sculpting than you will by…
I'm one of the guys who had an unfairly early start on this cuz i was afraid id have to silently back out when i realized how outrageously tough likeness sculpts are haha. But I'm doing Jorah Mormont I'm a little bit embarrassed to show the many wips to get to this point, but I've been recording the process since I hardly…
Andy Wang is pretty short and undefined is you want to give it an athletic non-midget look :) Perhaps some pro-level bantam- and feather-weights would help giving you an average guy in great shape look? For a similar base to what you've got Google some shots of guys like Bowles, Bienavidez, Faber and even JZ Calvancante…
In response to @slipsius Yeah I realised this but could not think of a title that would convey the content clearly in a cleaver way. Will gladly take suggestions. This may be me getting tired at the end of the day, but I am having difficulty understanding what you mean by this. Yes this is true, but it's cartoonish styled…
Looks like you are loosing allot of your basic anatomy/ silhouette from your concept art in the Z-Brush sculpt. I would sculpt a good base human form based on your nude male sketch in Z-Brush before adding the armor on. It will make the character look correct proportionally. Then I would add in the armor above the base…
The hardest (and most rewarding) subject to sculpt is human anatomy. Possibly because it is so intimately recognisable. This is just my opinion, but I would start practicing whole figures. The same with drawing, you see a great character, but the feet are incorrect. Start by making sculpting sketches. In the beginning stop…