Hey everyone, I'm back with an update on how everything has been going these past several months. In short, I've had no interviews save for one unsuccessful UI art test. There is the worry that I am now beginning my way down a career path wholly unrelated to my passion of illustration - after many failed attempts to break…
Daz - Yeah, i'll have to play with the eyes probably. I'm having a hard time getting myself to make her look evil. Been playing too much WoW i guess. My lvl56 hunter babe is just too gorgeous http://www.strangefate.com/webby/orcshe-ref.jpg Modo's great, you should go to luxology's site and give the new vids a look (…
the pacing feels good so far, and the "flow" feels good too. I'd include the sword's actions in the blockout, it's too integral to the action and it's hard to read what's happening when the sword stays in the same hand all the time. If one doesn't know the sword is being thrown and caught, they would be totally confused.…
I think this is what you refuse to understand. http://www.polycount.com/forum/showthread.php?t=129314 This guys is doing thing 50x time more outrageous than what you're doing, have you realize no one is trashtalking about it ? While people here are ? Wanna understand why ? Because even if he's doing character with GIGANTIC…
you seem to be looking for the right answers on what to do, but there aren't any because it comes down to you. so far as digital versus traditional -- it should really be both with a weighting to whatever you want your job to be. i.e day to day I do digital 3D, but i keep traditional sketchbooks on me all day every day.…
Hit a bit of a snag with my model. I've mostly modeled a low poly version of my high poly concept, but trying to set up UV's for it is turning out to be a bit of a problem. I'm about ready to cut off some slightly more detailed spots that make things harder to unwrap it, but I'm baffled as to why the UV's are completely…
Hello and welcome to PC! I'm a graduate of the Art Institute of Pittsbugh. I got the hell out of there last June. I understand how sometimes, depending on location, AIs tend to lack attention to detail in specific areas. I was in a similar position. Since there aren't any major game studios in the burgh, we were unable to…
To elaborate on what Dygert said, the more info you give us the better we'll be able to respond. Take us beyond simply "a soldier with a DIY getup"-- have you done any 2d concepts for this character? How stylized or realistic are you trying to go? What level of polish are you planning on taking this to? What's your…
Oh its so much more complex especially with bones. So many bones, such a nightmare to skin weight and so easy to screw up. You need a lot of bones to deliver a good performance. And when you're talking about facial animation Most people myself included strongly dislike animating faces with only bones. Most facial animation…
The normal map is looking a lot better now. The end result still looks good (I thought it looked good before but it's better now). I think your specular map is still the weakest texture here - as was pointed out initially, there's a lot of parts which don't make any sense and read like you've just tweaked the levels /…