I just remember that I've never posted these old works (for Telltale, Microsoft, Gamevil, etc.) despite games released years ago, so I will post a few of them that I could collect screenshots from the net. [2017] KREE male armor that I've done at Virtuos-Sparx for Telltale Games. Sculpted everything except helmet and…
When i first started out i used to put a reference image of the prop that i wanted to model, load it into Maya and trace the overall shape on top of it. Nowadays i don't do this anymore, i simply use PureRef to store all my reference images, i place it on the side of the screen and i model while looking at the image, it is…
Thanks a whole lot for the suggestions everyone ! This is very much appreciated :) -- Kurt, that's awesome !! Your video was the only one I could find showing an actual artist working on a 15x and it all seemed very responsive - so that was the tipping point pushing me to buy it :D I too went through a whole lot of tablets…
Here are some quick notes that I can think of - Texturing is too plain. Assets need more interesting details. Right now you have the broad strokes. You have the shapes, but you don't have any medium and small details. In real life, railings have parts that connect together, they aren't made of one continuous tube (most of…
Honestly unless you're regularly working with 50million+ poly models, and baking/texturing 8192x8192 textures 32GB is probably overkill for any reasonable use. But again, ram is cheap. As far as the 3930K, well its about 2x the cost of the I7, with maybe 1.4x the performance? Generally I wouldn't advise anyone to buy a…
Going to throw my two cents in here really fast. As someone who likes to do linework concept art I'm going to actually argue for the photobashed quick painted style a bit here. When a concept artist is told to make a design there is almost never a point of time that we have the final idea of what the client wants in their…
I do use Sculptris for dirtmodelling, but there are shapes that just don't look right when sculpted - for these I need a good subdiv tool that doesn't cause pinching and folding everywhere, and is fast to work with. I had Silo crash on me once already, but that was entirely my fault (I hit subdiv too many times and ran out…
Looks great man! I have a few crits. First off, her torso look very long...probably could be adjusted even in low poly stage to be more proportionally correct cuz right now it feels off. For her armor, while I don't mind the design, it would be nice to have more material breakup and areas that separate. Once you zoom out…
Hi, did another change during the tests of production light baking and some changes on lightmass ini i also found a bunch of materials with lightmap size unoptimized, i think this was the culprit where is pushing my baking times to nuts... anyway, i have optimized and going to test tomorrow having anything greater than 2…
Hey thanks everyone :) Especially ChaoeEidelon's enthusiastic post, makes me feel welcome. So things to remember for me from this is to keep your ideas practical within the scope of the game, understanding the limitations of the engine or mechanics and balancing the distribution of geometry/bones/skinning data where you…