The sideview looks pretty cool it has interesting silluetes and i do like your timing. Your front view is where your biggest problem lies, What you're looking for in a convincing run from the front / back is to sell the hip movement properly. Currently the hips are very stiff (They are rotating wrong) . What you should do…
Thank you for the detailed reply Due to being the only team that is creating a 3d game using something like unreal engine ( the other teams are making a 2d game in game maker) we are aloud to only create one level to use as a sort of demo so we only have to create art for this one level. And this character is literally the…
I think it would be faster to just work with a single tool consisting of several subtools. You'd just have to enable Solo mode, use N to quickly pick the subtool you want from a menu similar to the IMM brushes, and ctrl+s to snapshot it on the document. I think it would be quicker to populate a canvas this way, and you'd…
Helpful stuff Psyk0, I've already looked through the Polycount wiki and that's where I found this website that I'd linked before. His range of articulation is the kind I am going for, like having the character be pushed to her physical extremes in terms of movement and articulation without it looking wonkified. Like Tomb…
First off, it's easier (and better) to make alphas like this positive rather than negative. That makes the zadd and zsub buttons behave as expected. To fix this one, rotate your object 180 degrees in the x or y axis, then go to the tool>display properties option and click "flip". That'll give you an positive spike instead…
As have been mentioned, you either need a rather long loop, or you need a short generic one. If you go with the long one, try to stay away from big and distinctive movements. You can put those in randomized loops instead. If you go for a short-loop approach try to just make the character breathe. On 30 fps a 180 long…
If you want to get a level design job, you need more design-related content on your website. Right now it is mostly screenshots of RTS levels. So, your portfolio reads like an art portfolio for RTS games. It needs some text explaining your design thoughts and process for your levels. 2D sketches/maps for your layouts would…
If they haven't used zbrush before, probably one of the best things you could have them do is just spend 20 minutes or so reading the Getting Started PDF, and another couple of minutes making sure they soaked it all in. They'll be needlessly confused if they think they're jumping into a 3d scene, orbiting a camera around a…
After receiving some feedback this is the updated walk with some added lighting and shadows and I used a checker board plane to spot any sliding feet. The vertical movements on the down poses have been toned down so she doesn't look stompy and a twist in the hip control was used to compensate for the long strides.…
i am currently freelance and also still attend course at moment, frankly i feel that no matter what knowledge or artwork, workflow we learn or familiar with, i feel it won't even help myself to get even interview, best i can think is network all the time and be ready to change your workflow and reset your workflow and…