Hay Karyn! Lovely work on the textures, I love howtexturing brings a model together, I hope you don't mind me noting a few things. Ofcourse, I don't know how far along this is to being 'complete' for you, but as it stands I shall try and provide a little bit of feedback :) 1. Flora: My personal target this year is to bring…
I concur with the dropping teh gradients of doom. They're pretty dated for almost everything minus a very very subtle/not even noticeable gradient. Most modern design in print and web is flat design, if you wanna get fancy you can maybe try your hand at a 3D "flat" look, aka basically orthographic with solid shapes of…
Gave it a try out of curiosity. Here's the multi-sample method in a stripped-down surface shader. I had to change the handedness from the code above to match Unity (changing the sign of the operation when sampling the e and w values from + to - and vice versa).Shader "Debug/Normal Map From Height" { Properties { _Color…
At its core I believe it goes far deeper than just the physical and artistic make up of the character. Rather its what the character does to you the player thats important...as from a design aspect, its what generates the emotional response required to actually care about that character...and care (whether they are the…
@oskarreftel Hey, I was stalking your mma fighter thread, it was one of the references and target quality level/competition I collected before starting this project. My high poly for the LMS guy, sheesh, took months. I'm pretty new to zbrush and that last man standing was the first real character sculpt I did--I was…
Well youve started to sort out the form you want which is good. I'm assuming you are using some sort of reference or is it all out of your head? (correct answer: always use reference! XD) This sketch over is a lil messy so sorry hopefully its legible.... 1) The edgle loops on the top of the head are mashing near the…
While polycount is about games stuff, I'd still like to make a few notes. Disclaimer: I'm the character modeling lead at Digic and we build assets for CG, using subdivision at render time, so a lot of this is probably irrelevant to games today but might become important in a few years. As others have already mentioned,…
I generally agree with both you and RyanB's point. We can't live in the past anymore. Having said that, I do think there was a warning the game industry should have taken serious, that relates to my point about risk. The PS2 era of making game art represented an equilibrium of tech and creativity. There was enough power…
Our friend renderhjs has a Flash site, http://www.renderhjs.net which he can be forgiven for, because he also has a HTML version very clearly available in the upper left corner. But it's only just barely forgivable. Are you trying to get a job as a Flash designer? Or as a game artist? The biggest reason people in the game…
Clean public bathroom, eh? I have no idea how closely you are supposed to follow their artdirection, what they told you, how they want it to look, if you are supposed to make a convincing enviroment or even what platform and engine this is for (you could have left some very basic specs if you want specific crits and not…