My first impression is that you have some fairly decent stuff and you seem to have some of the low poly basics down. "Don't waste UV space, don't go nuts on triangle count, ect..." but overall there is a lot to work on. The site itself. The overall layout is cluttered with a lot of mostly useless info right up front. That…
It seems like a good start, but your overall bone structure and face musculature is looking really not defining mass. Sure, he's a skinny guy, but there are still consistencies when it comes to the head. For example, the forehead needs to be flatter, and find the plane change that's found on the top of the arch of the…
Hi! Hm, interesting that you checked in Max but normals are flipped in the fbx. A simple way to check, would be to re-import the exported fbx and check that everything looks as intended. Since its normals define in what direction a face is looking, I would say flipping faces and flipping normals describes the same outcome.…
As a Game economy designer, your responsibility is to understand how a game works as a service for its customers and how the customers behave in it, identifying and developing the purchase drivers in the game economy context, and providing constant data-driven recommendation on design, tuning and pricing in order to…
I think your method of matching model with reference will only take you as far as ensuring that all her facial features are in correct place, but not in defining the forms. For example, the chin you modeled seems too pointy, in the reference the chin appears wider and more flat on the bottom. Also between cheeks and…
i finish a basemesh/game-resolution-mesh - to be used as subdivision level 1 for sculpting - in the 3D app first. e.g. as a generic head or entire body without very characteristic features, then define UV's and triangulation (make sure your OBJ ex/importer does not mess with that - Z and MB will respect and preserve it as…
I know this doesn't help those who recently lost their jobs, but I guess as a whole it shows the strength of the industry. http://www.gamespot.com/news/6201094.html?tag=latestheadlines;title;1
specular reflectance is equivalent to IOR for our purposes so you're using it either way. for a metallic roughness model: - on metallic surfaces it's a function of metalness value and basecolor - on non-metals it's either equivalent to acrylic/paint or defined by a separate texture (dielectric specular level - or just…
That silhouette is much improved! The general forms of the blade painting are coming along as well. The emblem towards the base of the blade feels a little polygonal at the moment but I'm sure you'll refine that shape as you come to it. Two things I would suggest early on are to define a lighting/shadow color and to…
The more you ground your stylization in reality, the less problematic a lot of the design will be. Just to take one element as an example, the shoulder: https://m.media-amazon.com/images/I/61wj3JqLo7L._AC_SL1500_.jpg To make something stylized, you should thoroughly understand how the real thing is constructed, then you…