There seems to be a lot about the details ( C-shaped connector.. so he looses the shoulder pas in battle or does his shoulder "carry" a a secret).. but about what for example his skin ? Is it more soft or somekind of hard and "crusty" (later in the callout it's only... grey.. so i guess "soft").. his hand seems to be only…
One thing I'd suggest is trying to distribute your polys a bit more evenly. It's especially noticeable in the legs and feet, a lot of dense areas and areas where the loops are spread apart. Jackablade had some good advice when they mentioned looking at other peoples models, observing what others have done can really give…
any advice on my character design. side question: any advice on texturing assets? apologies if this is a bit vague I will get better a questioning as time goes on. I've been looking for work and I'm trying to get better at Socializing and Networking I don't have a big ego so any help will be greatly appreciated.
Hi everybody, I'm finally getting this shot to a decent spot. I tried to adopt a more reference based workflow for this one and made the mistake of following the reference too much so it took multiple iterations to give it a game feel. https://syncsketch.com/sketch/da190f4af54e/#664699/591235 It currently doesn't loop…
Hello all! I’m looking to snag a pixel artist to work on this project that is specifically designed to help people break into the games industry! Experience preferred, but none necessary. Having a game on Steam that your interviewer can play is the ultimate resume. This would be a revenue sharing project with a timeline of…
Hello everyone, we are looking for a digital painter with a sense of color to collaborate on the development of a mobile game for iOS and Android. It is about coloring of drawn screens in Photoshop or in some other program. The result will be a graphic story / comic that will be part of our game. At the same time, we plan…
This opportunity is now closed as the position has been successfully filled. Hello everyone, I’m Rémy, founder of Naos IT, and I’ve been working on a video game project for the past five years. We are now entering the first phase of prototyping, which will focus exclusively on gameplay development in Unreal Engine 5. The…
It varies. Just make it as pretty as possible. If you're concerned about polycount that much, if you build it in such a way removing edge loops is easy, you can optimize quickly. Just, for this, 1 million tris is going to be overkill for sure. You can prolly nail this in 20k or under for a nice looking model.
Thank you so much for that link! :) It helped quite a bit, but it's still not perfect :( I keep getting a very soft and rounded look, nowhere near as crispy and sharp as my highpoly model. And im still not sure if I can use a displacement to keep the shape of an object? Or if I need extra edge loops.