@osama9595 fair enough determining character modelling may not be your thing, afterall anatomy studies can be a daunting exercise for a novice too takle solo. I mean upon reflection on more than one occasion I'd come close to losing my marbles under the table during a 2yr formal fine arts course of study way back in the…
Hey Stormfreek! Character art is a daunting task to be sure, but very rewarding! I'm no expert on the matter, but you are off to a great start man! Don't be afraid of those ears, get in there with clay/standard and do them up proper! I can't overstate this enough, and I have/had the same problem, USE REFERENCE! Everyone…
Hey man i saw your pm so heres my feedback first of great effort you`re putting into learning zbrush and character art. But i think you`re taking on a bit more than you can chew atm. theres two problems 1. Anatomy: You seem to be afraid to dig into your shapes, i suggest sculpting a naked body first before adding the armor…
Thanks guys Kary: Right now, mostly just random practice and the occasional nude study. I'm thinking of enrolling in a local weekly figure drawing session to try and get some real practice in... and I really need to dive into an anatomy book. I have Anatomy for the Artist but so far have only actually drawing a few things…
It's good that you are taking strides to improve your character art, Joi. You clearly have more geometry than you can handle right now. You have divided it far too many times it seems. You need to pay more attention to actual contour lines of the human anatomy. None of the forms are properly flowing into eachother. Ever…
Lots of games and applications only really take advantage of 2-4 cores, except for baking and rendering. If you do a lot of baking and rendering, the extra cores are awesome to have, but not completely necessary. Because of the huge price gap between Quardro and Geforce or Xeon and i7, many artists like to go the most cost…
im not going to say anything negative because there could be some good games that come out of all this. for those of you who think that games are so different from film that the big studios are not going to pull the total clusterfuck on the artists like they are now doing in the film industry take notice. you have one of…
+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…
While we're on the topic, what do studios think about an artist using the tools he bought himself? I own a license of Silo, and I imagine not very many studios use that. While I have good experience using Max, I still prefer Silo for modeling. If I were to get a job, how likely do you think it would be that they would…
I've read that you can typically ballpark a studio budget at $10k per man month - that doesn't mean developers earn $120k a year, that $10k a month includes software licensing, benefits, overhead costs, etc... The reason freelancers can charge more is because they actually cost the studio less, the reason you should charge…