I doubt there are any communities that deal specifically with writing for games-- which I have had to do a few times. It could be kind of interesting. It would be nice to establish basic game writing concepts. Emphasizing brevity and clarity for example.
Sorry a bit off topic but hopefully related. I was curious if anyone had any good links of "interesting" real world stuff? Or maybe good search terms, I never know what to search. for example, http://flabergastertron.tumblr.com/
It mostly depends if this 4 meshes for example are to be seen together. You use that technique to save texture calls. If they are not seen together at all it´s not that good to combine them, because you need the whole texture space for only a small part of it.
Do an entire environment with all the props (find a concept or photograph which inspires you), do a (polycount?) competition, or take part in a mod! You can create or join a team with a goal in mind. Ark for example is very open for modding.
For those with ADD/ADHD, the distraction is often internal. Random thoughts that one cannot control, for example. :( Staying on one subject is a challenge. Your workspace advice is good, but I don't know about the other stuff you said. :poly122:
There is a WebGL website that can take a cage mesh and do the Sub-D in realtime. This lowers the file size siginificantly. P3d.in is the site. Here is an example cage mesh that you can toggle sub-d with a button in the left side panel.
great progress, she seems almost like a real person rather than manga/anime proportions in some ways is that intentional? for example the legs could be quite a bit longer and the torso more curve and the head a little bigger etc
Personally, I would avoid showing that retopo in a portfolio, since it could communicate a lack of understanding about in-game topology limits. Here's a great example of a good retopo from @EarthQuake http://wiki.polycount.com/wiki/Normal_Map_Modeling#Low-Poly_Mesh
Great start! The wood grain could be more pronounced. Also I see you tried to break up the straight edges a bit. Take it further and add edge damage (cracks, etc. where the wood has splintered). Example:
Great example. I think they actually wrote this algorithm that analyzed the classics and could compute "perfect pieces" based on lot of key variables, but it never came out as anything special. I can't remember who did this experiment though.