The whole thing is based on Blizzards Overwatch film. :D What Im doing in a short clip animated fanart of Tracer, nothing more. Its looks shit now but its just in wip progress yet. Her boobs is too big now yes, I agree that have been fixed now. It is hard to make her look like tracer without the proper assets which Im…
very weird to hear you of all people asking concepting advice snowfly! what daz and mop have said about reference images is a great way to start. I fall head over heels for patterning and decoration - there's a lot of different types out there. I've taken reference images from a pretty wide array of sources - baroque…
Was probably mentioned but how about some blizzard goodness? Echoes of war. http://www.echoes-of-war.com/ Over ninety minutes of orchestral music including exclusive arrangements from World of Warcraft: Wrath of the Lich King, StarCraft: Ghost, StarCraft II and Diablo III! [ame]…
Well theres no question that it is a great project, but I feel that the assets are weak...meaning that they , to me at least, don't convey the Texas philosophy of 'everything is bigger', that Blizzard tends to do on their stuff. I don't think you would want to show this particular piece to them as from what I have read,…
Muzz , My Goal is to make 3D art ( Blizzard, Blur style) and also engage in Design stuff like Scott Robertson and Daniel Simon (yes I learned drawing methods from Scott). Sort of merge the skills from Design into 3D art and be able to produce actual 3D models (prototypes). That would be an ultimate dream of mine come true…
Hey I don't have time for a lengthy reply right now, but hand-painting textures is something I did at my last job a lot. A good place to get started is this tutorial... http://androidarts.com/art_tut.htm It'll explain a lot of the basics of painting in general. Using that methodology and looking at some good reference…
+1 to everything low odor said. The main story has actually been a very collaborative process between a good portion of the teams I have been on in the past, and then cleaned up and fleshed out as development went on, by once again, the designers. At a bigger studio, we only had 1 dedicated writer and it was for a very…
@Moof Thanks for the detailed breakdown. I really like how
you get time to also animate the object itself. Regarding the pipeline, when
you say “Bring model into painting program and 'draw' the intended normal
details on the mesh (Panel lines and other details). -> Convert those lines
into normals. ->”) do you mean
you…
My school actually had a small conference to discuss what industry pros thought should be taught. They invited people from Blizzard, Firaxis, Vicious Cycle, etc and a bunch of people from other universities along the east coast. Basically, once the discussion got started the people from the various schools kept telling the…
looking at the image neox posted, I would say the alphatested surfaces (ie most hair) has its own more complex shading. Whilst in another pass the soft stuff is blended on top with simplified shading (as mentioned before when hinting to deferred shading). Hence you see that rapid change of shade in left side. In the…