I actually think it's a great theme, been waiting and looking forward to this months one and will spend A LOT of time on mine ( starting with collecting references) I think even when you as a character fanatic would be restricted to a gardener would still have seas of freedom to do what you want/like while sticking within…
Developers will often go "we haven't used all of the power in the 360/ps3 yet" which always translates to "there are more ways to optimize our stuff" New games will utilize all the hardware of the new onsoles, but will most likely utilize that freedom for speedy art and large textures everywhere, later games will start…
The art test itself said this: "Feel free to add your own interpretation to the style, cleanliness, and add any extra supporting elements as needed." But how far should I go? When they give you the green light for creative freedom, how big of changes am I allowed to make? That's something I'm still not entirely sure about.
Personally, I'd say steer clear of Sun and Sky when you're starting out. It is fast and gives you nice realistic results, but won't help you understand lighting or give you much freedom. Look into tutorials by Jeremy Vickery and Jeremy Birn (Vickery lit for Pixar, think Birn still does) for good traditional lighting in…
Hello! My last props cheetah. I really liked the quick work with highpoly and the freedom of texture that I saw in Kun Tang's work with online Zhelong Xu courses.I love such models, so I must to do something similar. I hope I succeeded. More shots, gif and marmoset on https://www.artstation.com/artwork/zy4vL
Zelda is a franchise, they don't have the freedom that the creators of Colossus has. I'm pretty sure the look of the new Zelda is trying to find a middle ground between Japanese fans and westerners. That's the conundrum with franchise games like Zelda, when you try to innovate it alienates the fans but if you keep doing…
What about all those situations where artist/designers have extolled the virtues of having more restriction than freedom. While I agree that there's quite the beauty and wonder in cutting-edge, I've been far more impressed with the games that did so much with so little. IMO games like Metal Gear Solid are tantamount to…
Nice highpoly work :) Agreed on the pillar textures, the rebar looks a bit strange but still compliments the high poly somehow, though the way your scene is developing texture wise they probably wouldn't work very well. One thing I'm not a fan of is the wooden roof, stone and plaster would be much nicer and give more…
Your hipoly can be made any way you like, as long as it looks how you want. In fact, using the zbrush method gives loads of freedom using booleans from your 3d pack. Thead here:https://polycount.com/discussion/168610/3ds-max-zbrush-proboolean-dynamesh-hardsurface-workflow-tutorial/p1