Ok, fixed the problem with the alphas. The fog was messing up the lighting on them, so all i needed to do was take off the fog option in the material setup as it's using a translucent blend mode for the soft edges.
Jesse Sosa aka Skankerzero recently left the US for a art director position at a new studio that Samsung opened up in Manaus. I was under the impression that Brazil is the next big market - at least for mobile & F2P.
Yeah, trying not to sweat it, haha. One more thing, should I include soft skills like good team player, good work ethic, communication skills? And if so, where would be best to incorporate it?
Paul has a great eye for these things and I love his post work on the photographs as well. It brings a certain softness to his images. I really need to get out there with my camera some more.
I don't know man. He's got some pretty sharp angle breaks on his cranium. Bit of an inbetween maybe? Should definitely have more round and soft forms, but gotta keep the angles.
There's a lot of very strong AO in your scene and very dark shadows. It's making the space feel smaller. In every photo you've posted as reference, soft lighting airy lighting really lends scale to the place.
The armor is way too soft. They should be their own meshes and model them out or really polish them in zbrush. For the face, don't just draw it on. Look at something like this. http://hazardousarts.deviantart.com/gallery/?offset=96
some updates on the sculpt, not satisfied with the big arms atm may redo them, also this is pretty rough, just filling out the forms of his chitinous plates some soft stuff and asymmetry to come. - Woog
I've been meaning to listen to these at work, but soundcloud never works there, finally got them all downloaded and will give them a listen today. I always enjoy hearing Ryan Smith and Jesse Sosa talk.
That alternative polish seems promising, I'll give it a go soon. To answer your question Mads I usually use soft touches with the trim dynamic brush, for me it seems to be doing the trick pretty well.