EDIT: right artist for the job has been found, thank you all applications. Hello, I'm looking for a concept artist to create a design for mecha/exo-skeleton "suit" for a game character according to some specifications (e.g. required weapons and possibility to switch between them). If familiar with 3D, approximate 3D model…
so firstly... man this forum is very inspiring. The Polycount submissions to Dota 2 got me thinking... "how hard could this possibly be?" so turns out a lot harder then i thought. why'll i am trudging along just fine so far. I do have one, soul crushing, question. I've been learning Zbrush to begin with as apposed to Maya…
ad 1) hm... you can do it with pins, but you are doing something contraproductive - you are faking at a simulation. Not saying you shouldn't do it, but just to keep it in mind. John Gotch used pins on those great armors for Metal Gear -> LINK , but he himself says that he did it only back then as he lacked experience with…
Looks pretty god, but there are a few things that are off. First, the folds on the boots doesn't make them come off as leather and doesn't make too much sense considering the points of tension that the foot would add. Second, I'd raise the waist of the character, an error you can see in my portfolio as well as those pieces…
Don't be discouraged with lack of feedback. It's a common phenomenon around here. So much so that some people have made graphs about it. I do a lot of anime-influenced armor and right now the most I can tell you is that your forms are too rigid. They don't flow well together. It currently reads as just a bunch of random…
Good idea! Do you mind me asking: 1. Where and how did you get your portfolio critiqued by an official EA Artist? I don't plan working for EA, but When I have completed my full folio in 6 months, I'd love to have it critiqued by Bethesda Game Studios. 2. Are you going to sculpt 15 random heads and perhaps choose 3 of them…
Looks great, but I have a few nitpicks. Diffuse/spec/emis maps are 1024x1024, normal map is 512x512. From my own research, Heroes doesn't use alpha maps, so you can't have her goggles be geometry. You could cheat the transparent effect by painting directly onto her skin. You should have an emis (glow) map for the blue…
I once tried using Photoshop's 3D capabilities to texture a low-poly model, but I was having a lot of issues with a seam. >: ( I mostly want to be able to paint DIRECTLY onto the model, and I know ZBrush tends to "smooth" the mesh, or display it oddly. (I prefer seeing a low-poly model like you would see in Maya or Max,…
dont remember how the skin stuff worked, but yeah it makes sense as you describe it. as for the player models, the only thing that is custom I think are the weapon tags. maybe the body armor was also animated in a separate file, not sure. The "fun stuff" customizations was added after I had left, so dont know what it is…
Larger ships, angular design, quicker execution, mild deviations from symmetry... now we talkin'? Not the largest ships to come, but maybe headed in the right direction. I'm feeling it anyway. Space suits or something next. Got to have some little mans to man the deck and turrets on the battleship... and splat when you…