Typically in a larger production there is a reason you have people dedicated to just character art. or AAA game dev and even for smaller games the amount of time it takes to make one good asset is immense, taking weeks and months for certain assets. Its a full time job. As a solo dev you need to consider how much time you…
AO = Ambient Occlusion. This is when not as much light gets into corners, cracks, crevices. Any area where parts are near each other. AO maps reduce the amount of light reflected from that part of the mesh. Thickness = How thick the mesh is. This is used in stuff like Subsurface shaders such as skin or leaves. This is…
WIP 4a Previous feedback from WIP 3 * Satoshi Arakawa: "He feels a bit stylized atm. not sure that's what ur going for. I think you can push his anatomy a lot further. the brow and cheek shapes feel way too soft. ears feel too flat to the head. I think his head is too narrow, possibly the cranium is too narrow causing…
Here's the process for the Robot Bird. I started out influensed by the standard stylized games you can imagine. The cleanliness of Overwatch and even Heroes of the Storm. I start in greyscale and move on to defining roughness and materials. I was pretty happy at this point but when I got into color it kind of fell apart:…
@hitmanrebel I watched that episode while working on this. I tried to emulate the soft watercolor look that they have in the environments, especially the sky, clouds and mountains. @SgtNast I'm not sure. I could build a base, pose and light them, but I don't know how much more time I want to spend on this project. I'm…
The ground texture repeats way too much right now and has a different texture style than other things, for instance the bridge with the stones. They have more larger brush strokes and cleaner lines, where the ground is just a jitter. Same fidelity problem goes for the rest, you've gone for a super simple texture style but…
I completely know what you mean, but I think you can still keep your style while grounding some of the anatomy a little further. Even though the characters in Overwatch are stylized, they're still built with their features in the proper positions. Sometimes their eyes might be bigger and the chins are a bit sharper, but I…
Oooooh I see. Yeah that makes it a bit different. Although I notice that her arms are amputeed. It doesn't necessarily cause it to make more sense but it communicates the implementation a lot better and makes it clear that it's hooked straight into her nerves or something similar. She doesn't have any articulation in the…
Hey @Lurcisia, I'm really feeling that concept! I'm just reiterating some of the other suggestions, but I think it'd be good to start at a lower subdiv before you jump into the tertiary details and wrinkles. It's a lot easier to get the silhouette and the primary shapes to work when you don't have as many polygons to move…
It's all about showcasing your BEST work, and you are showcasing EVERYTHING. In fact, I was quite surprised by the quality of some of the work buried in this site. I would retool this to a single portfolio page focusing on 3d Game Models page. This seems to have the best complete content. The zbrush stuff is all wip…