I am new to gaming art and am still in school for game design. I mostly have doodles at the moment. So in the spirit of joining this site will put a doodle out there.
Structurally there are a lot of things off here. Use the ear hole to ground the structure of your skull. Right above your ear hole sits the Zygotmatic (cheek) bone. You can draw a straight line from above the ear hole and connect the bottom of your Orbital (eye socket). You can extend an angled line (how angled determine…
Seems like you have alot of edge-loops that dont really define any shape, especially in the nose. I would recommend working in flatshaded mode to begin with because that lets you see what shapes are actually being created by the polies you are placing. The ears are too small and not shaped much like realistic ears, while…
[ QUOTE ] [ QUOTE ] when all of a sudden the car in front of me darts into the other lane. the cars infront of him were stpped still. [/ QUOTE ] I really hate when that happens. Not much you can do about it. But some people should know not to jump out of lanes when the car in front of them has stopped. It gives little…
Like you say it depends on the situation... the size/quality of the pool of applicants, and the urgency in the studio. I've seen each of these situations, on the inside as the one doing the hiring. Sometimes you have a large pool of applicants and can be picky. Other times you are willing to invest in training on-site,…
looking at any renders of the asset on whatever site it came from might offer a clue. doesn't seem like it's a texture in the conventinal sense. see what happens if you give it spherical/reflection coordinates in Maya? I can't remember how you do that in Maya and explaining how it works is redundant because everything in…
http://users.pandora.be/a-p/thumbnails.htm Nice little site I found. some nice photos that can be used for reference for anyone creating buildings or levels.