All the 3d characters are pretty good. Main weakness that jumps out to me is material definition and I guess what you might call "secondary forms." Materials all feel like plastic across most of the characters. I'd aim for a stronger distinction between cloth, skin, metal, leathers, etc. A good piece of advice I once read…
[NOV 6 2014]: Update 4 Hi guys, it's been a while! Thank you all for your feedback, it was very, very useful! Here's my update: I worked on the silhouette as you guys suggested, added more details and that badass glove and pauldron that Riven has. I made the design asymmetrical, which is something I wanted to do, and I…
Pretty solid model, would like another view more to the side to understand the forms better but here are a few pointers: -Longer sleeves, sleeves that end above the wrist look awkward. -Shorter forehead, I see the character has a prominent forehead overall but I think you can reduce it about 15% -Belt tie, it looks like…
Rigging is building the skeleton and systems that the animators will use. Things like setting up:* IK/FK blending on limbs. * Facial controls. * Motion capture integration * Rotation controllers for eyes and heads * Creating a final skeletons for the engine to use. * Creating the systems that blend and align the final…
Good going . I think you can still vastly improve the lighting. Here is what I would do -The major amount of light is coming from those lamps, which would mean the scene is lit from top-down, however that is not clearly evident as the values are more soft and diffuse, so have a bit more dark on the top and a bit more…
Alright so I've made some tweaks. This concept is actually pretty strange to read. The straps on the arms, chest and legs look like they have metal structure but are brownish and seem as though they may be leathery as well. A lot of other tests I've seen have made the straps just purely metal and so in this pass I decided…
We are Greenlit and shipping Episode One this summer (2016) but we're looking to fill a couple seats! If you have skills to share shoot an email to jobs@druidgameworks.com ★ Animator/Rigger (1) * Experience with Animation in Blender, 3DsMax or Maya required. * Expected to have proficiency with character rigging/animation,…
This is work based off of Chabe Escalante's Warrior 09 concept, done for Dylan Ekren's Creating Appealing Characters workshop. Done mostly in ZBrush, with a little bit of Maya for some accessories. Images in reverse order. This is still a work in progress. Week 8 This is where things are currently, as handed in for week 8.…
Hey, looking super cool already, I'm really digging the face! I'm a bit concerned about how your version will read in top view, because of the large clothes and shoulder parts. All Fiora skins have slim legs and the shoulders are light. Also, still from an in-game point of view, the big collar is a trademark of Leblanc, so…
Its definitely making progress! And I really appreciate how you are taking the crits as well :) The upper cheeks feel lumpy and his feet are rather large, its coming along. The wrinkles are a tad over the top as well. Try to first create the wrinkles where the clothing bunches up at the seems and stretches and pinches…