Hey guys, one of my Recruiters wanted me to ask if anyone would be interested in working as a LEAD ENVIRONMENT ARTIST for remedy games in Finland. The wage would be good and they will help with relocating. The company speaks English so that would be the only limitation. From what I have heard, the company is only going…
Hi All! I apologize but the title is a little misleading. StormSeer Studios is not quite a real company, but actually a team of (currently) 5 volunteers working together and build a somewhat (a casual team can only do so much! lol) innovative multiplayer tactical game. The name of the game is Stratagem and we hope to have…
That's looking better, but Shiniku and Joe March are totally right about trying to get the underlying structure down. The major forms are the most important elements for getting the head to read properly, finer details and minor forms rely on the major forms to be correct in order to add detail to the face or whatever else…
Yeah, i'm working from a front and side shot of Barney's head from HL - apparently, his ear is tucked in his helmet, so i'll have to skip that for now. Not a bad start for a first human head though. I only spent 2 mins on the chin/jaw so yeah, it's quite out of definition. Today's the day Irritant deviated from the typical…
Hey all, i've been working on this the past week in an attempt to learn the unreal engine and boost my portfolio. It's based on some concept art from deadspace. Any crits or comments are of course welcome. The exterior rocks and sky are from unreal but everything else is done by me. I set myself a deadline of 7 days so i'm…
Ok so Im working on a high poly mesh soon and my question is in regards to the end near the texture phaze what I want to do is when im done with my high poly I want to project out some textures of photo real faces onto the characters head from multiple angels, and when done export it into xnormal and bake out its high poly…
Hello all, So I have this sculpt: And I need to now make a low poly version and I'm trying to figure out the best process for this. First I decimated the mesh as low as I could (if that's the right thing to do?) I keep some extra polys around the complex areas. Then I heard the best thing to do was to use ReMesher so you…