Oh yeah, def going to fix that armor alignment also I see some of the armor is going into the arm. I'll fix that too.. and as far as the other part about fur, I'm guessing that will help give the shadows created by the fur a more uniform look? not sure what you mean
Apologies if this has been misunderstood, I am not looking for work, I have been working for a mobile games dev studio for 1 Half years but only in the last few months felt a need to really push myself and improve even though I am in employment in the games industry.
Dear God that's glorious. Really impressive piece of work. I'm not sure if its been mentioned, but I can't help but feel his armour and clothing is a little bit clean, maybe that's a stylistic decision on your part, but maybe a little bit of additional noise in the textures wouldn't go amiss. :)
Mostly I use 3d coat for retop and UV mapping. However, for sculpting, Zbrush is def. the way to go. Just learn the interface, then everything becomes a breeze. Play with the interface, customize it to your liking. Once I customized my canvas, all problems I was having went away.
Somebody could license the IP from Disney, just for the game side of it. It's too costly for giant Disney now with it's hydra like global multi-investments going on but for a lean and experienced dev studio...I think it's possible to still make some profit from the core demographic the IP is primed for.
Yeah, it's free in that you get it without extra money. But they have invested considerable dev time into a tool that's once again only good for the enthusiasts 95% of the time. What would you say if 3ds max or Maya got a UV tool that can only take you half the way?
Def needs more different colored parts. The elbow disc/joint could be a different color. Knee pads maybe. Gray discs on the chest (the gray ones) could change the base to be a different color as well. http://fc09.deviantart.net/fs70/f/2010/131/c/b/Marine_Poses_by_SgtHK.jpg
I just heard a rumour that this GOG release of SS2 uses the revised 'Dark Engine' without giving props to the devs. Sad if that's the case. There's an awful lot of hard work gone into making this and ThiefII (they share a code base) work on modern machines. Anyhoo - it's great to see it available to a new audience.
I def agree I would try re baking a much higher polycount. You can always use lods to get smaller counts for the distant shots. The silhouette breaks down right now because of the smaller number of verts. Your original sculpts look awesome though!
Yeah I'd agree, for me it's native JavaScript (variant) was the primary reason choosing Unity over UE due to spending time in Web dev back in the day however that said no way I'd class myself today as yet from scratch, anywhere near an intuitive level writing scripts.