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…
Hello, This is the sculpt i have so far. Figuring out the placement of the dragons in perspective is challenging, I thought of doing some overpaints from different angles before refining it and wrapping it up. Also tried to use a Blender-greasepencil sketch as a guide which really helped! Not refining the glass-bottle from…
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…
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…
Hi! I run a small indie studio working on our first game, and we’re looking to hire an experienced 3D environment artist for a paid consultation. We’re currently stuck on defining an environment art style + production pipeline that’s eye-catching, but feasible for a small team. Our target vibe is similar to Spark Ignites…
Hello to my fellow polycounters! I’ve been working on a character in the evenings after my day-job, in hopes of pushing my portfolio forwards. In the past I’ve either had a fairly generalist portfolio, or the chosen designs were not visually strong. I’ve reflected a lot lately, and decided to push forwards with a stylized…
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.…
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