Hi everyone, I'm trying to understand environment art for games again. I've been away from it for a long time (like 10 years) doing visualization work, and the production pipeline for that is different, to say the least. I created this fan art of the church from Final Fantasy VII Remake to practice utilizing modular pieces…
As the title says. I am working on a model for use in a game. It took me a long time to adjust the skirts of the model because the weights on the front and back of the model are just different, which caused the dizzying. I thought about extrusion, but I had already merged the back of the clothes with the body, and I had…
I would merge the fluffy top with the rest of the fabric immediately below it, so it's one solid mesh (black outlines). The white outlines could be a part of the same mesh too, depending on what this is and how you want to manage the model. But regardless, the edge vertices should be coincident/welded to prevent gaps.
Update5- Removed the table idea and decided to keep everything else. Felt too cluttery with vertical and horizontal objects. Even though the ref was black I decided to go for more colors after getting tons of feedback about it. Base textures in Painter and scene rendered in marmoset. Will be improving the textures and…
I don't know if I understand how to do that. If I made a plane I would be dragging vertices to their respective position I'm not sure how I could make a cylindrical type of shape with a box without adding more lines really, maybe with an example of what you might mean?
So Autodesk finally fixed my subscript, was able to submit ticket, turns out they don't know what broke it but something errored and caused a single vertice to go to origin an warp the model to breaking point. So if you get an issue like this check your verts on highest subdiv level.
Some tweaks suggested above. Tried to fill out the face a bit more. Wider, fiercer. Pulled the snout back a tiny bit. Recolored some fur and pointed ears more vertically. Thinking about pulling the base of his ears near the sides of his head out some more.
The character looks very cool, and the design is very interesting, but you might want to look again at the creases on the skirt, they seem to be a bit weird. They should probably move more vertically than clumping horizontally like yours do. In the image below if you look you'll also notice that the creases are smaller.
Looking snappy! I might consider making the vertical tiles on the red roofing actual geometry. It would help really push the silhouette, right now it looks very flat and obviously a texture on the closest building, however the more distant buildings look fine and you probably wouldn't be able to tell.
Cool stuff. I know you're going for a vertical layout which is cool, but I want to see some bigger images. I know at the same time you want to keep the site loading time low. But maybe you could make the images link to larger ones when clicked on?