normal vs low violence. it still looks verymuch like a bone to me. but if phil is right, just design him a second style for the head. maybe with some kind of facemask :) here is the example content:
Those two edge loops in red do nothing for the shape (Waste of vertices), and should be removed (Unless the large faces of the blade aren't planar, for example if it tapers in at the back. It's hard to tell from that screenshot).
Do you have an example UV layout, I've never seen this work without the poles being screwed up. With a sphere I've only seen it work with some touchup to blur out the poles.
Thank you! :-) I used nDdo for most of the planar surfaces and details just like you said. The floor was made entirely in nDo for example. I had to use HPs for the more "complex" shapes. :-)
There is lots of freelance tech art. I mostly work with smaller indie studios that don't have a tech artist. I think Paul Neale (http://paulneale.com/) is a great example of a freelance tech artist.
advice: block everything out for proportion, and think about what can be reused. you only need to model one leg for example, and only the top isn't symmetrical. the highpoly should be done by the deadline.
Got to agree with Vrav this thread is a great example of where hard work can take you. Those drawings start to look better and better, like those shaded ones especially. Keep pushing ;)
Time and money spent on extraneous classes, is time and money not spent on stuff that actually matters and directly helps your career. Taking a class in geography means not taking an extra class in game art, for example.
How about: Create base color for mesh, then add rgb polish? For example, the image you provided, would be colored yellow at first, then brushed over with high polish + color gray. Its that or masking.