You should break apart objects that wouldn't normally be connected. It makes it a lot easier to work on. In the real world you wouldn't machine this out of a solid block, so don't try and model it as one solid chunk. Working on each piece is easier and you don't have to worry about your edges flowing into other areas. So…
The next question was, "What is the common prop in the mining city?" Kyoungche Kim had crane idea, I had mining cart idea. Also, the dwarf needed the lanterns to reveal the darkness in the underground. Kyoungche did wonderful idea sketch. Creating modular building assets would save lots of time and maximize our creative. I…
I actually think a lot of this colour scheme works, it just needs some tweaks to be more coordinated and to make the shapes read better. My approach would probably be: Don't have the harness and belts and leg straps brown (this is a key rule of fashion IRL: if you're wearing a leather belt and shoes, or carrying a leather…
hey! nice project you have here, looking cool! I did an overpaint below ( sorry for the messy quality :D ) I think you are on the right track, here are a few things you could consider! by reducing the contrast where two different materials meet ( for example the pant of his backpack, as it touches the fur ) you can guide…
I understand you comment but I would not say problem solving is a weakness of mine. I went through art school and work in an art studio. Problem solving has been part of my daily life for the better part of a decade. And it really is different when you can solve a problem but not know for sure if the product of that…
The second stage will be a basic concept art for the girl: I've done several versions of her bandit costume and combined together all the best parts. As you may see, I've decided to give her a hat. It is not the best idea for this particular in-game character, but I think that the hat will work well for the splash art.…
MAJOR ART POST! :) Good morning, guys. Been a while since I've posted anything but I think this is a good time to share what am working on now. Back in May, I posted images of this old man's head in comparison to his younger self, to learn the process of age progression on a human face, and while this came with its own…
Thanks for all the help guys! :) I really like the method you posted Mongrelman! This technique seems to be the best answer for a mirrorable mesh where you don't want some parts mirrored :) I have a few questions about making it exact tho :P 1. how do you make sure you match the texture up with the moved UVs after you…
Rick_Stirling: The reason the suspenders look smaller at the end is because that's where the geometry starts to slant toward the side. It's an illusion. The part where the suspenders look wide is because the polys are perpendicular to the camera.The skinny parts are on polys that are on a 3/4 view to the camera. that's why…
To make this clear - this is an art test I completed and turned in a week ago. The purpose of this thread is to show the thing off, show the stages of progress, perhaps help people learn to do it, and maybe get some tips for doing it better next time. Hey there Polycount, just posting some WIP screens of this art test I…