The first rule of portfolios is that the portfolio is about as strong as your weakest piece. Art directors will tell you not to include things in your portfolio you'd be ashamed of people seeing. And this guy is telling the world he knows his portfolio isn't very competitive. Yet, instead of thinking, "Maybe I should…
From what I can tell, it looks kind of neat. At first I thought "oh a 2D character, nice they didn't want to (or know how) to rig a character. Gotta love the quality teaching at schools these days." But then I see custom characters that look pretty good with thier own custom animations so all is forgiven. The style they…
Nice, that's an interesting cartoony style you've got going there! I like how it looks like it's about to burst, I can imagine it giving a whole lot of loot in a game! The only things I'd personally change are reducing how shiny the model is, or at least the wooden part since I think that would naturally look a bit…
The 3 have 3474 tri's. I'm going for high renders not optimal settings. Its for high quality render pieces on my portfolio rather than game play. How low would you suggest they be pushed? I am also aiming for a more hand painted cartoony feel. Do you still suggest reducing the AO? I haven't completed the art bible yet so I…
i come from a ds and wii background. the way i do this is to make a tileable piece and then deform it with either a bend or path deform and some soft selection manipulation to fit the necessary environment. the tricky thing is the shader. best results come with vertex ao to give the relust depth. of course you get even…
They look great from a artistic point of view, but your kind of texturing and lighting (+ low poly with obvious normals) makes them cartoony and stylized (They are great to put in a game like GTA, but not in something like Forza or GT. Try doing a car with higher polycount (around 50k w/o interior) which has all the detail…
This might set you on the right track Moving Eyes by Animated Textures At the studio I currently work at, we put cartoony eyes on planes. The face is painted with eyes closed, then the eye planes float in front without the eyelids, it's just the eyes framed by eyelashes. The animators typically squash the eye planes…
You're right! I tend to make things more cartoony then intended. On the other hand I made the experience that this helps to read details if the model is viewed from further away. The face has a higher texel density. This was intended to give the spot you are watching the most more resolution. The eyes in fact have the…
Is this going to be cartoony or asian hand painted character ? Do you really need to work that low ? Do you need toes ? How are you going to support character with bigger breast or fat character with this topology ? Are they going to be nude all the time ? Most form are not anatomically correct and topology is all crooked…
Hey Miles! Long time no see. This is a great model and texture, However to me this does not say Diablo to me. It looks a lot more like a WOW character. I think that is to do with the proportions. The lower half from the belt down seems very short making it look a bit cartoony. Where as the Diablo characters are a lot more…