Jed-8 has been through some major changes he's not that low as i intended to...i'm really happy from the result now let's se if he can pass through the dificult test of rigging and skining properly. All made in blender and photoshop. no texture for the moment cause i'm a bit tired...
Good feedback here. I'm working on getting some renders from angles that are more representative of the in game look. heboltz3 - Helenek's rig thread is awesome. That dude's a machine. Thanks for the crit on the animation. hayes87 - The more I look at it, I totally agree with you. Seems less like a taunt than I intended.
Indoor/outdoor/hybrid/linear/open-world/multi-storey/fpp/3rdpp/top-down/isometric/sidescroller? What have you got in mind? A simple 2d plan sketch is a good place to start. Planning the assets to a real-world scale/grid is very important if you intend to build a modular level.
I'd get the folds in the tape to be a bit sharper, especially as they fall away from the underlying shape. Also, the pre-zbrush shot doesn't have the tape wrapping around. It looks like you changed that for the sculpt but I just want to make sure you intend to have it go all the way around the grip.
Yes. Except you need to make UVs for the lowpoly parts, and those UVs need to match the size of the intended output. If you load your registration marks into UVW Unwrap, as a background bitmap, then you can adjust your lowpoly UVs to match. Then you can bake the polypainted models into the lowpoly UV layout.
I'm not exactly sure what you're talking about, but creating assets for something they intend to release a decade from now is idiotic. We might not even still be using traditional polygons by that point. Any number of things could change completely. A decade or so ago we didn't even have normal maps.
I sculpted a couple of my favorite people from memory recently <3 Its really tough to sculpt a person from memory but its also pretty fun. I intended to do 6 of these but will have to put the other 4 on hold so I can work on my submission for the character art competition.
Damn! She looks really cool!! Only thing that pops out a little weird is the low saturation iris, it's probably intended (and maybe you got a plan for it later on), but I do feel like a stronger color could benefit her a bit. Anyways just my 2 cents, can't wait for more!!
aha, yeah my version is too old at home at work it's fine.. cheers guys! (on a side note, if they include an option in the old version called small thumbs or small list, then they were intending to make large versions. I wonder if it's a case of deliberately dripping in stuff to boost the 'new features' list in the next…
Ive been working a lot in the hand painted styles recently and i have been enjoying it immensely, its a good departure from gritty realism ive been used to working with. Its been a challenge to get the style down and make it look good and i intend to keep working on the style to get better at it.