This a fascinating subject! Glad you're asking as it helps me to think it through again myself, y'know shift gears. A few initial thoughts, along with hasty draw-overs. Here is the absolute basics, with some familiar examples. Let's start with some Pokemon. These shapes are almost "primordial", think of any civilization…
That's why I'm always saying, don't only read, go ahead and just forward into texturing and it becomes much clearer. Because it's complex to describe with words but quite easy to understand with a bit of trial and error practice. Let's say you want A LOT more resolution on cylinder though. You can only scale it up so much…
That's a good idea, adding the basic shapes to get down the perspective first. I'll give it a try. I really do need practice and improve on my anatomy drawing but I think that should be a whole study in itself. Maybe I'll take a few weeks to study anatomy instead of the weekly drawings; of course after I finish the one I…
I would suggest picking a role you enjoy, and focusing more on that. It's going to be very hard to land a job saying youre a generalist, as just about everyone at the studio usually has a bunch of experience doing all kinds of things. Some environment artists use to be character artists, some designers were animators, etc.…
What's up guys. Progress has been slow, and realize I'm gonna have to practice painting a bit before I can finish this character. My painting skills are shit at the moment, lol. Should probably start a smaller project.. oh well.. I have a small update on the model, and UV's: 1) I made some more changes to the head - gave…
for a game? No. In your portfolio work, you can do what you need to do to get that nice bake or the look you want. However ignoring the practical realities of development is going to set back your work. At some point you will need to understand how to create efficient low poly models (and why). this question is confusing…
Looking good for beginner stuff! Here's some advice: - It looks like you've modelled it as one piece in parts, like the grip to the hilt? If this is the case, you don't need to do that for high poly models. The common phrase everyone reiterates is, if it's separated in real life then model it separately in the model. - The…
2. Pre-Production - Back To Basics If you want to be a character artist, you need to learn and practice anatomy. Pull out your sketchbook or tablet and start drawing. If you are not sure where to start, there are plenty of resources available to you. Polycount has a lot of threads on the subject, and CGTalk has a dedicated…
I think it went too personal too fast. I came here to offer you some critique. You can take it or leave it. I personally don't care. There are no strings attached to my crits. Why do I crit though ? Because I really know how it is to be in a position where you post and get no feedback. It sucks. Also I think that…
Keep this in mind when making metal for this. The iron horde does not have artisan blacksmiths. You're not going to find smooth polished metal. When they put something together they're hammering a piece of metal until it works and if it doesn't they're layering even more iron slabs, crude rivets and spikes until it does…