@almighty_gir for a week... was this stylised, realistic, low poly, full workflow or just sculp etc? I'm currently trying to set up a decent frame for expected art tests within our team.. so trying to see how others approach it..
Does anyone know how realistic game hair is done? All i've got is stylised and i don't know if it'l look right when i'm trying to make the rest is trying to as realistic as possible. Any help would be great =)
One thing you need to consider is that the star wars universe is always full of very bold colours, very close to being stylised, surreal would be a good way to explain it, i think its looking too realistic right now.
That's quite interesting and was just thinking about this today, I'm kinda the opposite - play a lot of stuff like the new RE Revelations, Witcher, Dark Souls, but work-wise prefer more stylised art, e.g. Josh Singh, Firstkeeper, etc.
Agree with above. Yours right now feels styliized with the somewhat enlarged head and limbs. Looking at the reference, mentally disrobing the guy (don't take that a weird way!), I see a pretty skinny dude. Probably a light musculature and low body fat.
This is what I've started with. I'm struggling a little with my texture work, as well as getting that 'stylised' geometry to my models. But hopefully after a few tries I should improve. I might focus on the cart for the time being to break things down.
Hi, long time i wanted to participate to the Character challenge here, but with my graduation project i've never found the time to :blush: I need more stylised character for my portfolio so I started to work on Elena Tormen's Mulan.
I'm a 3D/Texture Artist currently located in Malta. I specialise in: - High and low poly modelling with 3dsmax or Maya - Stylised or realistic art style - Sculpting with Zbrush - UV unwrapping - Texture baking and painting with Photoshop. Looking for short-term contract work (3-6 months), or relocated employment.
Your moodboard is cool, but you need some solid anatomy references in there to help get the general face shape in. Once you have the planes of the face, you can push and pull them (within reason) to make her more unique/stylised.
i find the proportions a little weird, like the tables and chairs are all squished height-wise and the room is absurdly tall. But, it might be a kind of stylised or expressive architecture you wanna go for. The actual assets making up the room look solid to me