The character system is a little weird. Basically we have a max of 4 material pages per creature. Each material gets base/spec/glow/tint @ 1024. These all get compressed down to 512 in-game (I imagine they'll be able to have them at their full res at some point down the road). None of these texture pages tile, so we have…
interesting idea. I think your on the right path with the poly flow of the coat and face so far. The hands dont need that much information in them...i guess im tryin to say remove the cuts in the palm and just make it simple. If your going "next gen" then the normal map will do all the work your trying to do with geo…
Yea, I don't see how a company can slash and burn and not expect the few remaining woodland creatures to not be shell shocked and have productivity drop off. But it sounds like its a typical, oh crap we're not making our money back (or we're not making enough to fill EA's empty belly) lets revert to the old ways and screw…
It all has a very stylized design to it for the characters at least. The edge loops are looking good and the poly count seems about right. Some of your proportions are a bit off though on the characters. I noticed right away with the cowgirl her hands and feet are rather large for a woman. You'll notice more girls tend to…
that "artist" you say has a very one-sided view of things. High to low usually tends to happen in character sculpting. Would you like to make a base mesh for every character who's proportions are different? I mean, its okay to have a good animation friendly mesh for a base human figure of medium weight but what hapens when…
Ive never been a fan of levels. Passive skills based on the players own ability and character's experiences, not "xp" but experiences. I could never stand a game where a player would 1 hit kill me just coz there was a numerical difference in character level all else being equal. An ideal mmo would have complexity enough…
I forget what its actually called its for sure linked to the "nothing is scarier" trope in horror movies, works in games like hotline Miami too where basically the less you are visually seeing the more you are imagining, and when you relax and imagine alongside basic visual stimuli your entire experience is altered. lots…
Wow, thanks alot for the answers guys. @Vertex_ Like you say, I think I can´t go wrong sticking with maya. Definately thinking about at least sneaking into 3Ds Max in the future. @Panupat I definately want to work professionally in the industry. Right now, I kinda want to combine 2D and 3D in my workflow, for example rough…
Thanks for the replies! I'm glad I could convey his creepiness. @DWalker Thank you for the wonderful insights! I will definitely be playing with the transitional color/texture in the game model as well as trying out other beak colors. I did have a hard time making the black stick out at all. I might bring up some of the…
Some pretty nice stuff. I particularly like the rendering of the larva creature. It's good thinking of you to maintain your 2D skill even if you're professionally working with 3d. The fundamentals starts with drawing and it will help to improve your skills in any medium. For critique, by the pieces you posted I can see…