@swizzle: do you use Zbrush on it without the typecover? if so: are you using some kind of toolbar? the best toolbar imho I found yet is this one: http://forum.tabletpcreview.com/artists/61676-suit-shortcut-ui-toolbar.html but you cant resize the buttons, so its pretty tiny and hard to target with my fingers. also, you…
Another environment piece I just finished. All textures are hand painted to give that cartoony look. The asset break down from the scene can be found here: http://manuelrondon.artstation.com/projects/VlPXR?album_id=611712
Hey Matt, good to see this up on Polycont finally! Okay, so after looking at this some more, I think it could use an accent color of some sort. There really isn't anything that draws the eye right now. I'm going to just create a quick fictional back-story.. Crashed spaceship, government re-enforces this dirt path to get…
Emailing outsourcing companies and letting them know you exist and have a website never hurts either - even if they don't get back to you right away they will keep you on file if you fit the bill for when they have the need. Outsourcing companies thread:http://boards.polycount.net/showthread.php?t=61192
I don't think he's asking for how to rig it though, just how to get his model set up so when he does rig it that it will be more animation friendly and gets better deformations. Personally I found Ancient Pig's tutorial to work really well for explaining to get get good deformations at low poly counts.…
Triangles are fine... That pole in the tail is bad news but otherwise it's alright. Game models should have a fair amount of triangles, if you don't have triangles in your mesh odds are your topology is not very efficient. Poles connecting "too many" edges are best avoided though for deformation reasons (you've got a few…
Off to a good start, you have some good lighting and the composition of the first image is great. I agree about the alpha issue. I'm also not that excited about the log boarder, it kind of ruins it for me. I like what Paul did in his DW4 entry. http://www.polycount.com/forum/showthread.php?t=61796 Or what Waldemar did in…
the contrast on your specular isnt high enough. neight is it bright enough. That why theres not material differentiation. Nor is there enough shine on the metal. also, on the metal, there is no "unique detail." What I mean is it kinda looks like you just slapped a base metal texture. I dont see enough detail that suggests…
Christian Nordgren: Thanks! I got some time to finish up the logo animation, might make it a little more fun still but anyways. I recorded a preview of the game with the first three levels :) Hope you like it! [ame] http://www.youtube.com/watch?v=61w-Gp2QC2o[/ame]