Hi, I’m working on a classic 2,5D (2D backgrounds & 3D characters) point’n’click adventure. And I need 91 2D cartoon character illustrations (western style, no anime) based on the 18 3D human characters used in the game. So I give you a screenshot of the 3D character – and you create 4 cartoonish illustrations based on…
Hey, this is a great start! Really like what you are going for! I agree with @Fabi_G feedback. It will help to really nail the blockout so we can see function, purpose and design at a first glance. It will also help you a lot further down the line as you don't have to think about the general structure anymore (so you avoid…
Hey, I am currently just about to start my final year at university after the summer break. I decided to start part of my project early as it should (hopefully) improve my skills for any other character art I do after this. What I am doing, for this part is... A high poly anatomy study. I want to sculpt the bones, the…
Hi there, I'm the GFX Team Lead from Dynacor Learning based in Edmonton Alberta. We're looking for a full-time Maya Animator (remote accepted as long as you reside in Canada) who will be responsible for animating people (range of motions and lip-sync), heavy machinery, props, etc. We'd also prefer to have someone who…
I like it, but I think some color variation on the skull armor would be great. Like if the skull bits were bone colored and the other metal bits were the green metal color.
The path into game development really depends on where you're starting from. Some people start with an idea or thing they want to see in a game and learn skills as they go. Others master art or programing first and either find a counterpart or eventually branch out into the other discipline while working on different…
I'd say it's not worth it to use LLM's for the vast majority of current use cases across *all* of the possible uses of AI. The main reason boils down to it being a short term "gain" for long term loss. When you use gen ai you are outsourcing thinking to it (for example you use it to generate concept art, the questions of…
Structurally there are a lot of things off here. Use the ear hole to ground the structure of your skull. Right above your ear hole sits the Zygotmatic (cheek) bone. You can draw a straight line from above the ear hole and connect the bottom of your Orbital (eye socket). You can extend an angled line (how angled determine…
Did the rest of the skull. The jaw and teeth aren't great, but sufficient for this purpose. As long as I know they're there. I could probably detail the crazy looking underside of the skull a bit more, but it's not needed. I also practice masculinising the skull just for fun (on the right in the second image). I'll stick…
Here's the weapon for the game prototype I am currently working on. There's a little story behind it as the bunny is balls out in love with his axe, where as the skull is the remains of the game developer of the bunny's world (taken down by the main villain) Now all that remains of him is the skull and he has to convince…