I'm more than happy to stick with the way I know, I suppose I've just got this thought in the back of my head... what happens if I get an art test, or a job where the art lead says 'model a head, here's your concept art'... Obviously I have no idea on the likelihood of that happening since I'm not yet employed in the…
Alright so it's been a month now and I've had to swallow a pill I was trying to ignore. Wildebeest's current design just isn't working there's a lot wrong with it. I could state it all but I think @BagelHero said it better then anything I could say. SO I'll link that thread if you're interested in what that is about.…
Thanks! I think you're right in that I need some more modern and real weapons. I checked out imfdb as well and found some great ones so thanks for that recommendation. I did write what I rendered the lowpoly models in (Marmoset Toolbag 1 or 2), the highpolys are all rendered in Blender with either the internal renderer or…
Hey!! So much activity all of a sudden haha. I'll do my best to answer everything, sorry if its a bit long winded but a lot of stuff happened with this project. I ended up completing an entirely different stylized Knight character in the time where I was burnt out on learning how to create human heads. HAIR I used Maya's…
Yeah sure! - I'm not digging the white lines over your art in your ArtStation banner. In Dragon Fortress, your textures all look flat (the floor and the wall/rail material. Maybe try some tesselation and/or increasing the normal intensity. I don't really think the textures in this piece are up to professional level. Maybe…
The following advice isn't specific to Unreal, it's just how we do it in games in general. For context, I'm a Senior Technical Animator at EA, and have previously worked for Ubisoft Montreal and Activision, so I have some experience with this. Walk Cycles: It depends on the engine / animation system, but for most games you…
Hey there again, no updates to show just yet, but I will try to answer some quick questions in the meantime: Optimization: Again, we are fully aware that the low poly COULD be lower poly, but this would disrupt the smoothing groups and the silhouette, and would not be worth losing the gorgeously smooth and high poly…
I'm a fighting game nut, so it's always fun to see someone doing these types of projects :) The boots look much better, but I think there's quite a few issues with the anatomy. -The arms look thin and noodly, her shoulders don't seem to connect to her breasts and the shoulder blades seem like they're almost missing…
I have worked only on UDK, CE3 and UE4 (but I can't say much about the last one unfortunetly). My 3 cents: CryEngine: 1. Very easy to get in. 2. You must be really trying to make something that will look bad in CryEngine. I mean really hard. 3. Material setup is very easy, from what I can see in newest version, the…
Sup everyone, I had some time to myself this weekend and decided to completely leave my comfort zone and try character modelling inside of Zbrush; While I did have previous experience using the program, i never actually used it to model something, but rather to do damage passes on already existing geometry, so this was a…