Hey everybody! What is "GSD" you ask? Well my friends, it's a super cool acronym which stands for "Getting Shit Done" (I'm clever :thumbdown:). I am a fairly big lurker on here, as well a big excuse maker and when I find myself motivated I usually take on too many projects at once. 2014 Was a great year for improving my…
As part of my personal development, I have been working on my player character for the Lostmonster project, the main character. I recently updated the initial concept I had for this character. We conducted a test to evaluate how well the topology performed, and we are very pleased with the results from the start.…
Hello there! I'm Gwen, a senior character artist. I worked in Montreal for 11 years as a character artist for Gameloft, Ludia or Behaviour and moved to the Netherlands for personal reasons: I am only looking for remote freelance jobs since I will not relocate. I mostly worked on mobile games, meaning I have a lot of…
So here's why i think crunch is almost always down to poor planning. i say this without any studio experience, BUT i think if any of you truly believe crunch is something only experienced in this industry, then you probably lack perspective. it exists in most industries, moreso the creative ones, but even in retail it…
Hey raz thanks for the response. I actually feel the same way about doing this as a rendered piece and not as a real time piece but when I went into this project I decided to treat it like a freelance piece, and do as directed by my mentor as far as over all decisions for the concept go since in reality I will probably be…
Hey, your work is looking pretty nice. But I really wouldn't go back to school. Here's my advice as a student. I'm a senior now in my digital art program. I want to say 90% of what I've learned was either through Polycount, tutorials, or internships. All of the info you need exists online. For example, there is the PBR…
Thanks for all the kind words and great crits. I officially started working on the freelance job today, so I got the job... Woo hoo! I'm thinking now that I should have definitely paid closer attention to the way stuff connects together (especially on the back side) instead of making things pretty much just intersect with…
Do you have a concept and references you're working from? It would help to see those. Have you thought about texturing approaches? My first thought is to leverage trim sheets, but that will require a bit of planning on the reuse of similar shapes. You could also avoid normal maps for most parts, instead leveraging bevels…
What is your photo reference and/or concept? In other words, what visual result are you aiming towards? For a mechanical model like this I would suggest not baking a normal map from a higher res model, but instead using bevels and weighted vertex normals.