@jose.fuentes thank you for the feedback . i will try to rework on it . i also started a new character which is in its initial stage can you please give some feedback on that too . https://polycount.com/discussion/209220/camping-girl#latest
Congratulations mate.:) I wouldn't worry too much about moving faster within the company initially. Spend some time finding your feet, adapting from being away from home and just getting use to your environment.
This is all seriously awesome. The initial approach you used on the rock sculpts, with the displacment maps, look excellent. I see why you went in another direction, but those sculpts turned out great. What approach did you use?
Having a similar issue when coming out of Projection Master. Model appears flat and grey. The workaround above fixes the grey issue but the volume still doesn't come back. Re-initializing ZBrush each time seems to fix it for me
Ok here's my initial sketch! I have a bit more done already so let me upload those too :D Ok so I've started putting in a few details here! Still just a base though.
I'd keep them as subtools for the initial placements. Once you get something that can fill up most of your document, then drop it to the canvas so that you can pan/tile it and worry about filling in the remaining gaps with new bricks.
Thanks for the comments everyone! KemoPaw- I actually started both of these yesterday morning right after the initial announcement, even posted the first wips on facebook for some Riot folks to check out. All this work is being created specifically for this contest.
Thanks for the comment JordanN :) To clear things up, I initially started on the blade and then proceeded to the hilt. After working on the hilt for a bit I realised how much the blade was lacking in contrast, and planned to revisit it after the bronze areas were finished.
Thanks Fletch, Initially the meshes aren't attached. For example, when I'm massing out the tree canopy I'm just dragging out new copies of the planes, and I'm getting the errors. Should they only be producing errors when they're attached?
Very nice initiative! Have you thought about storing the vectors in the vertex colors? It will give you the visualization for free :) I use those in our shaders to save texture memory, as a byproduct we get some decent interpolation as well.