Mocap is best for animating realistic human motions, like body and face. A skilled animator can animate these by hand, but they have to be really skilled to replicate the realism that mocap gives. Mocap is not great for stylized kinds of motion, like Hulk's big leaps. An animator is needed for anything not human-standard.…
it may just be the shadows but the neck seems a bit thick and or short. Looking at the ref its hard to tell since its all face shots but where you do see the neck it looks a bit more slender and more feminine. Also i think Tifa would have a bit more muscle tone, since she is a total badass. But its off to a great start ill…
I did all of the texturing for these assets as well. We only had an environment art team of about 3-4 people for most of the project. I plan on posting some texturing shots too for some of the assets. A lot of the look was developed in Unreal through some crazy shaders so it's a bit harder to get 100% what it looks like in…
ahaha this thread is awesome! i could only find environment stuff..seem to have made a good job of erasing all traces of my early character work! :( well organized with every image labled! this is where i stopped doing any more environment stuff and concentrate on character work! man, wish i could find some of my early…
Hey Folks! I thought I'd update with some of my contributions to Rivetbusters. These are gifs from some of the stylized shots I worked on for the project. Full disclosure: These shots were done in UDK, we decided the risk was too high to reproduce the custom lighting and materials in UE4 with the time allotted for the…
I don't want to piss on everyone's cornflakes... I like the hard surface tools in ZB, but I still wonder how 'efficient' they are in a pipeline, even now with all the updated tools. I don't think it's ever going to overtake precision modeling methods, e.g. what happens if you need to make big changes to a hard surface…
Hey everyone I got carried away and wrapped it up. I am satisfied with it for my current level. I managed to nail a solid pose and the clothes/folks are what I wanted. What I am less excited about it the realism. I wanted to go for a realistic look but it ended up a semi-stylized/realistic model. This and the overall…
Loving this, keep going. Couple things: * Make grass and tree color different shades of green for interest. * Your skydome should have a stylized look, the clouds shouldn't look realistic, I'd reference games like Super Mario World 3D and Sunshine, it'll push this piece over the top, I'd love to see same saturated blues…
Well to begin with it would say that the art style is not coherent with any of the character. Jess have human proportion with a football Arnold! head. The small flower girl have human proportion and relatively normal head but appears super small, so she can't be human. or else jess is an adulte and the flower girl is…
I'd try to get your basic forms a bit more defined, like in that stylized video above. Get those really basic defining planes on the face, then chip them down into a more detailed sculpt. The example heads in Zbrush are a good place to start. If i want to sculpt a human face ill just drag one in from the tools menu,…