just think that if it was in, you'd have to explain to people who interview you what it is meant to be, conceptually. Would you be comfortable explaining that? I wouldn't, and even if they hired you (and your work is solid enough man) you'd be long known as the bloody, vaginal obsessed artist... just food for thought. But…
I'm not going to do this one so I can finish up the previous one. But if I may suggest something for hard surface: https://www.artstation.com/artwork/9m6yZN I picked this one because it's a full exterior rather than an interior to contrast with the previous entry. It has two major materials, wood and metal. But the metal…
couple things: 1. don't need to send the hi poly back to max after zbrush. Just send the Hi from zbrush straight to baker. Can rename and do whatever you to do in there - cut out a step. Only the low poly model needs to get it's UV's done. 2. I'd question that high of polycount for a high detailed character. A mostly flat…
Just had a quick play. Quick Pivot has made my week. I have a hotkey in Max to set the pivot to vert/edge/face and it's been driving me insane in Blender the longwinded craziness that you have to go through for this simple task. I was creating a modular greybox and ended up just going back to Max. You have saved my sanity…
It really depends, but usually something large like a house would use tiling textures, so you won't make a unique highpoly mesh with sub-d for the entire house and bake that down to a lowpoly with unique uvs, because you would end up needing multiple 8K textures to get decent detail. So usually, beveled edges and things…
I got back from a trip at Krabi, Thailand recently and started working on my character again :D Here's some of the progress I managed to spew out in the last few days- Some hair paint over I did, I scrapped the tail and worked on trying to get the overall bob look for her hair- The hair colour I changed it to a darker…
Hey, thanks for the kind words everyone! @Meloncov Absolutely. Currently there are also barely any mid/small size objects in the scene that make it hard to find any points of reference. Good spotting on the snow, I´ll look into breaking this up as well! @Buchananball Setting myself a fairly high aim right now and hope to…
Yeah keep it small, make sure to create a game that works before even thinking about adding more content ie Make sure gameplay works in a small environment before continuing. Let the designer and the artists cooperate to ensure a modular workflow for quick environments. Try to get someone to focus on textures, making sure…
@Direwolf Good point, I went along and changed the thumbnail so it stands apart a bit better, thank you. @Matroskin I never looked at the proportions like that, you are right I did research the size of the objects and kept them to scale but I didn't realise how much they affected each other when placed within the same…