@MaoAkari hi thanks for the feedback! i definitely agree her face is too big haha. i'd have to disagree about making her look less aggressive, though! even though this is a moba, i'm trying to defy the stereotypes that her face has to look sexy/pretty/soft all the time. riot has been doing a great job lately at staying…
A polygon is one sided, it's face normals only point in one direction. When viewed from the "back" in a game engine you will see right through it. To counteract this you make a duplicate of the faces that need to be seen from both sides and flip their face normals. So you end up with two polygons occupying the same 3d…
So I'm planning about building a ward for venomancer, copied the info on the game here for some help ^^ Plague Ward In-Game Triangle Limit: 1500 Texture Size: 256x256 Animations 0 Spawn Die Alternate Die Portrait idle disabled/stunned Animations 1 idle : Consider this as the center animation. It will be combined with left…
Hey guys, thanks for the comments! Thanks butt_sahib, I now some of your work and it is very solid, so your critique is important to me. But let me maybe put it that way: I don't think what you or BradMyers say is wrong, I'ts just not what I aim at with this exercise. Of course you could never become a great sculptor with…
This may not be the best way to block out an environment. I'm using this temporary texture to help clarify what's happening. Although I am still very much in the conceptualizing stage, I do like the direction it's heading. Still to come: More mining equipment, More traversal paths, More tunneling, More cliff faces, More…
Love this. Especially the expression, with one lower eyelid and the general asymmetry. I love the scar details on his noggin, but I'm wondering at the lack of stitching or metal-plates or fight scars on his face? It would be neat to include a few of those. Maybe a healed split lip? Love the material too! Also, would the…
Yes, they will be. The seems in your screen is not related to thin triangles . While thin triangles are not ideal you can't get rid of them completely for low poly game style models. But if you model for Arnold offline rendering you should use quad only modelling probably and use normal maps only for tiny hi frequency…
Adding some faked AO and highlights onto your texture will push this a LONG way. This was 5 minutes in photoshop with the dodge/burn tool to try and push the shapes in and out. Hope this helps! As for your terrain, you have a lot of really large details and really tiny details, but no medium ones. Try and add some flatter…