Hey, first thing that springs to mind is the shape, it's very formless at the moment lacking in an anatomical sense. I'm going go out on a limb and say you have jumped up the divisions a bit to quickly trying to get the small detail in before the larger shapes have taken form, that's why it's looking a bit lumpy at the…
I'm not quite clear on your intent - If you were literally going to make a statue, where the arms would be permanently in this position, then some pretty simple box like geometry that encompasses the overall shape/proportions would suffice. Basically, just like an actual block of marble or whatever that you would carve…
interesting idea. I think your on the right path with the poly flow of the coat and face so far. The hands dont need that much information in them...i guess im tryin to say remove the cuts in the palm and just make it simple. If your going "next gen" then the normal map will do all the work your trying to do with geo…
Yea, I don't see how a company can slash and burn and not expect the few remaining woodland creatures to not be shell shocked and have productivity drop off. But it sounds like its a typical, oh crap we're not making our money back (or we're not making enough to fill EA's empty belly) lets revert to the old ways and screw…
The character system is a little weird. Basically we have a max of 4 material pages per creature. Each material gets base/spec/glow/tint @ 1024. These all get compressed down to 512 in-game (I imagine they'll be able to have them at their full res at some point down the road). None of these texture pages tile, so we have…
It all has a very stylized design to it for the characters at least. The edge loops are looking good and the poly count seems about right. Some of your proportions are a bit off though on the characters. I noticed right away with the cowgirl her hands and feet are rather large for a woman. You'll notice more girls tend to…
Project Name: Animalistic VR (The game is aimed to be stylized, cute, VR, and gruesome. The target audience is set for 17 and up) Roles Required: Stylized VFX Artist (1), and Stylized 3D Modeler character/weapons (0) Team Size: 6 Project Length: Short-Term Compensation: Fixed per task payment Responsibilities: VFX Artist -…
that "artist" you say has a very one-sided view of things. High to low usually tends to happen in character sculpting. Would you like to make a base mesh for every character who's proportions are different? I mean, its okay to have a good animation friendly mesh for a base human figure of medium weight but what hapens when…
Ive never been a fan of levels. Passive skills based on the players own ability and character's experiences, not "xp" but experiences. I could never stand a game where a player would 1 hit kill me just coz there was a numerical difference in character level all else being equal. An ideal mmo would have complexity enough…
I forget what its actually called its for sure linked to the "nothing is scarier" trope in horror movies, works in games like hotline Miami too where basically the less you are visually seeing the more you are imagining, and when you relax and imagine alongside basic visual stimuli your entire experience is altered. lots…