Honestly, the best answer I can give you is just test all those methods! Some games will have the attack animation starting with the wind up, and the engine just blends from idle to that pose, which makes it appear to be a fast antic. But, other games will animate it all to give it a more realistic look. Each method has…
Nice work! The head reads a lot better now. I'm very envious! How long have you been drawing for? I'd love to pick up more traditional 2d stuff to compliment my 3d and would love to know your history with drawing, as I'm sure many others would too.
I don't know a proper way around it, but I just would delete the offending sphere then turn on symmetry (x) then with that on, you cursor should snap to the centre of the sphere you will draw the new sphere from by turning a green colour. Make sure you be careful you don't draw two spheres though!
And yet a few more, plus the original drawing I made as inspiration for the model. Ultimately, I deviated from the original drawing as I decided I should do a proper face, as I always do monstrous looking stuff. I figured it would be good to show my capacity for sculpting the human face.
Curvy 3D is like meta-balls but you draw the 'balls' any shape you like so you end up only needing a few to make quite a complex shape (And it is very fast to draw them!). Once again the actual meta-remeshing produces a nice even surface for hi-poly sculpting.
Make sure you include any specific requirements, like X number of observational drawings of objects, Y number of figure drawings. Spend the time to create these things to a good level of quality if you don't have them already. There's a reason they look for candidates with a certain level of skill in art before they admit…
haha nice! Just to be clear, you sort them out, OUTSIDE the uv box, not inside. What i also look at is how i want to draw pieces, do i feel comfortable drawing a piece upside down, or do i know that i get the best out of it if i keep it horizontal.
I've rendered out a couple of wireframe shots to try and get some feedback on my typology. I've done some draw overs to point out what I think isn't right so far. Any further draw overs to point out things that could/should be fixed would be greatly appreciated.
personally I think 6x8 is just right. 4x5 is a tad cramped for me, while a 6x8 allows me the perfect amount of space to draw with little more than wrist movement. And I've used some of the bigger tablets, where drawing feels like your sword fighting...yeeaaa 6x8 is the perfect center.
I'm curious if anyone knows how to force a material to skip sorting, and always draw on top of everything in the scene. Is this possible? I'm using UT3 right now. edit: I should clarify. This would be on a particle, I guess you could compare it to a lens flare.. Super bright flash that draws over everything.