Man this brings me back. Good work so far. Your castle geo is the best. Good over all shapes and accurate theme. A few things though. The surrounding rock/mountain shapes, not so great. The geo is flat and it's not the right Helms Deep style. If your willing to spend that amount of geo on that many boulders in the scene, i…
I have been working on some stickers recently! This one is submitted just now! http://steamcommunity.com/sharedfiles/filedetails/?id=270706286 http://puu.sh/9pODB/d0699ad368.jpg I also have a sticker featuring pixel art versions of the leet crew and IDF! this one also pretty much just needs some preview work…
Some early workflow vids, goal was to test out the new curve brushes and tools in ZBR3. Some how it turn into a full project. using Dean Holdeen's Han concept part 01 : [ame=" https://www.youtube.com/watch?v=SGDmxMdYXqQ&feature=plcp"]Holdeen's Han WIP 1 - YouTube [/ame] part 02 :…
Acemastermind has been uploading hours of videos to youtube (older versions, but it should still be largely the same): http://www.si-community.com/community/viewforum.php?f=22&sid=2b5942caba6d2e1bb2daa4fe352b2dc6
Got a good start there and I'm glad to see you've done a lot of research, your going to need that. If you are using ZBrush, you can import images as reference which would really help you when you are roughing shapes out --> [ame] https://www.youtube.com/watch?v=2b8pATe5Rp8[/ame] So it looks like some of your proportions…
Yeah this is exactly the sort of practice you're after at this point. Some tips: -When starting a gesture drawing make an action line. This is a single line that follows the flow of the subjects body and will give you a strong, immediate feel for the pose you're about to draw as well as a guide to follow. Take a look at…
Unity is also doing such cool things, for example this: http://blogs.unity3d.com/2015/06/24/releasing-the-blacksmith/?utm_source=marketo&utm_medium=email&utm_campaign=unity_news_july_2015&mkt_tok=3RkMMJWWfF9wsRouuKTMZKXonjHpfsX86OktWKC1g4kz2EFye%2BLIHETpodcMRMthMq%2BTFAwTG5toziV8R7TFLs15ycYQWhTk
scale it on the U or V depending on how you want your texture space laid out, so it all fits in the 0 to 1, than just use a 2by1 texture. nothign special