Second batch: Here I tried to focused more on the main features of the character; 5 showcases the dexterity of the third arm, while 6 showcases the laser. I know for certain that the arm is a quite loved feature among the fans. Thumbnails 7 and 8 put focus on his left hand augment, and 8 is him in the middle of a…
I really really like 7 and 8. The harp looks really cool and I also love the second shape of the blade. 4 and 5 are also pretty cool, 3 is a bit too big and seems like it would be weird to wield and 6 looks like there is too much stuff going on. I hope you find someone to work on them! I'd pick one up if I wasn't so busy D:
Thanks bearddedmike and pyrzern, these pieces are from the last couple of months so since then i've learnt a heap more. I will revisit these this weekend and take on your advice and do a reupload over the next few weeks. Any tips on high details? My computer struggles at about 7-8mil poly which im not sure is high enough?…
Actually they want a smaller screen because it will reduce weight. The early prototype shown to press had a 5" screen instead of the 7" that the Dev unit comes with just because they couldn't get enough of the screen they wanted to use for production. 1080p is also the goal for the consumer model, and what with the new…
Yeah I completely agree the poly count was ridiculous and I have managed to separate out the windows and reduce the poly count loads without affecting the UV much or the normal map. Yay! I am now unwrapping all the elements which is about as much fun as pulling teeth and my eyes will start bleeding soon but you know 7 days…
Oh I see, so the Reflect/Refract material already prepares a 90º FOV camera and renders each face. So I imagine a possible workflow is: 1) Create the abstract cubemap as per Valias' post. 2) Add some distortion to the textures using the modified cube from my post (it's still an approximation, it's not perfect). 3) On step…
Thanks guys. StefanH: Yeah I posted the trailer back in January Jet_Pilot: I shot bracketed 360 panos since the quality is much better that doing it with the mirrored ball technique. I think they are 7 brackets and 8 camera positions. Is the layout working for everyone? no major issues? How was the load speed? I built the…
yeah, exercise releases some good chemicals in your brain. Also, taking the occasional week break from art helps me. I realize that if you're job hunting and need money, that's not always practical. But if you've been jamming on art for months 24/7 and can afford to take a week off, you should do it. Some of my best…
you can UVW map in max, send it to zbrush, subdivide it up to like 7-8 times or whatever (make sure you do the morph target trick to hold it's boundaries properly for the first 2-3 subdivisions). fill it with black colour, then just paint onto it using standard brush at like 20 z-level and 75 rgb-level. export the mesh and…