Thing is john, not everyone wants to run their own business or be part of the whole be part of a company thing. Some people like to be in a secure environment, take home a pay cheque and have a life. That is not really a losers game I think for some people. Not everyone out there is getting fucked over. Wages for artists…
Thanks again, Torch, your feedback is great and very helpful for me. I did some changes on the mouth and the scars of the dakness part of the head. I dont what can i do with the part behind the beard...maybe must i do details? just like now???
not bad. you've got so many waves u could sink a whole island with that! lol. Also, there a lot of part where u need to worry about the outside silhouttes 1st, and the worry about the inisde. TLike the cylindrical parts of the inside phone.
Yeah thats the next step after what I uploaded :) the only human parts are the midsection, head/neck, arms/hands and a little between the pants and boots. The rest is pants, boots and sports bra. Heads way off atm because I fixed its size in maya with soft select but I need to shape it a bit better now :) Where were you…
Hey, all! I've been busy those days but I had some free time to crunch most of Lord Darius. Head, chainmail parts and some of the cloth are still placeholders. Can't wait for the texturing part :)
Another W.I.P on the body this time, trying to accentuate some parts of the anatomy and keep a nice silhouette on the same time ! Need some clean part I think. C&C are welcome before I go for the cloth !
Today I want to share with you tips on using Udim, texture sets, texel density, padding, mipmapping and other techniques in various situations and when errors occur. This material was created by the author himself, but it also includes information obtained from other sources. Editor and creator of the idea: Daniil Lyapin…
@Pixelmasher : while this is all true when dealing with an established studio (in the widely accepted sense of the word : a structure with a budget and ressources, big or small), I don't think this applies when approaching a Unity art asset structure consisting of two or even just one person like that of the OP. I know…
Love it so far! The crease between the neck and jawline is a bit too crisp I think, where it approaches the ear you could soften it considerably. Right now it makes it look almost like her head is a separate mesh. Her arms could use more fat, less muscle definition. In the concept notice the flow of the shapes from…
As excellent as the sculpting, modelling and texturing are I have to say that my favorite part of this is the design. It's so well thought out and every part of it works so nicely together. Great job! ^^