My vote goes to this artwork: However I would like to suggestout the concepts of this artist: https://www.artstation.com/eddie Maybe it could be used as a wildcard or in a future challenge. This is an example of his concepts:
If you just follow the surface with retopo tools your asset is to flat. You have to model in bigger more exaggerated shapes by hand. For example make the nose and ears bigger.
This is a great read. As you said above I'd like to know a little how each engine handles modularity, for example cryengine compared to unreal. But that's just the icing on the cake :D .
Take a look at the wiki: http://wiki.polycount.com/NormalMap Scroll all the way down to "Solving Wavy Lines". There you can see an example how the cage affects the normal map.
Obviously they are. Some animals can be kept in captivity (birds fare quite well, as do large animals like elephants), other cannot (Great White Sharks are a prime example).
Starting to figure out the basic body shape. Obviously a lot of my control edges aren't in place yet (for example, the one on the bottom step or around the back door cutout).
To quickly add: Your time as student does count towards the 5 years as long as you held a compelling health insurance. The European Health Card counts towards that for example :)
The self shadowing parallax? The main thing is that it's self shadowing, it cast shadows. It also occlude it self, meaning that you can's see the other side of a stone for example. It very cool..
Thanks for advice everybody. I think studying and appreciating some fashion designs has helped me on liking cloth modeling more recently. THought I'd share this example:
im not following you sorry. Take a diffuse map for example. i want to be able to paint across uv shells so that it lines up correctly, any ways to do this?