Great character. The details in the cloth are especially nice. Buddy: It seems as if the concept art section is down at the moment. Not to highjack this thread, but I'm also curious as to how long it should take to construct a next gen character like this when working in a professional environment.
Try to remember that just because poly counts for "next gen" are higher this does not give us license to waste polys. The more polys you save from areas that don't count, the more detail you can pack in some place it counts.
Others with pro or advanced experience might chime in however here's just a brief insight, I think may prove useful when utilizing current gen tools for predictable quality results: https://www.youtube.com/watch?v=ENcm2ahkpPI https://www.artstation.com/xeoxun/store
Its amazing seeing one of my favorite games from last gen so carefully re-crafted. Thanks for showing off the before and after shots, really eye interesting to see and makes me wish I had an xbox one!
Yes, but you still do not bake them. In current gen games, white in the specular means more shiny, black means less. You need to make it from scratch or base it off the diffuse texture or something, but there's not really a way to bake one.
1.5k to 2k is definitely on the extremely low end, 7k-30k is about the normal range for current gen console games. Most video game artists skip demo reels, a image based portfolio is just a good and quicker for potential employers to look at.
I do hope they include a pure deathmatch mode alongside their class based malarkey. If I'm honest, I'm mostly looking forward to seeing more current gen incarnations of the Quake 3 characters. Anyway, how about that Dishonoured 2, eh.
theses are not industry standard, I think you really need rethink your models and textures, take some more time, refine them and add some details. Right now your models don't look anywhere near last gen.
that did not work ;) but i just guess this is one of your concepts? My question was aiming at your 3d quality goal, which for 1000 bucks sounds to be very very low. Considering a current gen asset easily costs 10 times as much.
more Mirror's Edge is always good in my eyes! although I think you can definitely give the tunnels more sides to reduce the jagged look, especially if you're aiming for current / next gen specs (and extra especially for a portfolio piece!)