a solid start. The proportions in the torso area are off. The segements are to wide in relation to each other and it's making it look overly top heavy by comparison.(to the figurine) Other than that, seems like you're on the right track.
Oh man, I was finally able to kick IRC 6 or so months ago, now 3d modeling related channels threaten to drag me back in! I will have to check out #model_design
That was pretty interesting. Even though its specifically about photography, it's clear how it relates to other artistic fields, such as modeling and animation. Fairly simple points, but good stuff to keep in mind! Thanks for posting!
gotta be 1800ish... gotta be england/england related.. hrmm...along the ship lines: mutiny on the bounty? wild guessing in the dark won't really do it for us though.. another quote might, or another hint...
Also, tangent space is very very similar to UV space. If you can visualize how UV space relates to mesh space, then you can think of tangent space as being very similar.
game art related stuff, artist interviews reviews on the latest games, artist spotlights showcasing whats the top art is in teh community. just showcasing the art and artists of the game development cummunity in general.
Via a GDC panel in 2018: Debris and Rubble Pipeline in 'Wolfenstein 2' with Substance Designer by Ben Wilson https://www.youtube.com/watch?v=NBGDo7Y28FE EDIT: Also, probably worthwhile to checkout their channel for related material, as well.
Yeah, the 360 render is not up to offline quality. It looks like a simple 1-bounce global illum render, done as a cubemap. This is fairly easy to make, there should be some related libraries on GitHub or similar to start with.
Words have a few uses. Relay information. Make somebody laugh. Make yourself look cool. Probably this is mostly number three I am thinking after reading your guys responses altogether.