I recently started adding my work from Miscreated to Artstation. I've added 40/85 assets/ structures so far but would like to see what you think of the quality so far. Still have some office related assets to go and a bunch of player related items/ basebuilding structures to go. Should I remove anything? Thanks…
+1 As long as it somehow relates to the core topic of game art and is useful, I'd say go for it! I strongly believe that game artists can learn from other related disciplines. For that, it's of course useful if you post breakdowns, wireframes, workflows and not just a pretty picture that's unrelated to game or real-time…
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I have one more question and it could be related to this... What would be the best resolution for the textures of the terrain? currently i am working with 512 and it looks fairly decent. Would 512x512 be fine or even go up to 1024x1024? I thought of posting on here since its pretty much related to this. Thanks
Almost Done!!!!! Main Shot^- I uv'd and applied all the materials to my objects. I FINALLY got a acceptable mesh for the Knight statue with the uv's and retopo.(Thank god for zbrush's uv master.) I also decided to add some variation on in the grass height. All I have left to add to the scene is to create an interesting…
I think the main problem for me are the random straps around her stomach, that don't seem to do anything. It all feels too horizontal, and vertical for me. The breastplate also feels like it's going to fall off as soon as she straightens her back. The jacket too feels as though it's putting weight on the breasts and in…
I think your general proportion and knowledge of muscles is pretty decent but there's a few things that are a bit jarring, in my opinion mind you. The forearms look definitely look very strong, but generally where you see arms that big on such a brick of a body is with the bear-ish sorts of physique. Otherwise much larger…
Make sure when you bake that your low poly is set to be completely smooth. 3dsmax, everthing in one smoothing group. Maya, every edge set to smooth. Without it smooth, substance will create all kinds of hard edges that don't look right. Also triangulate your model before bringing it into substance. The low poly could be…
@perna but isn't this just essentially retopoing anyway? Although it' definitely more the go for organic surfaces, retopo toolsets in Max/Maya/etc are still using all the regular modelling tools so you can take advantage of set flow/relax/make planar/etc. This lends to making retop of hard-surface quite fast, I think.…
"I'm not following a specific reference" You won't get it right if you don't do that, a lot of your muscle placement makes no sense and some basic human proportions are wrong. Also stay in lower subdivision. I find it easier to have the arms at 45°, it will stretch less and you get better tension in the back muscles and…