As someone who self evaluates as a lower-mid tier Character Artist atm, I'll say in general I would hope a course taught by a senior would zero in on what I'd describe as technologically specific and esoteric tasks within a character art pipeline. To me that ranges from high poly modeling methods for specific problems…
Well, you can paint the eyebrows directly as a texture if they going to be thin and straight (mostly woman eyebrows) but if you want a more realistic result either haircards (first card with one/two hairs and then duplicate it arround the mesh,similar to a beard) or fiber/xgen/anything that makes splines of hair. In my…
HarlequinWerewolf and JohannesAg thank you very much for your comments and help ! Yes, for texturing I have again need to work on it. That's true, I have just take basic material, i'll try to make a better job on the next project. And yes, for the UV I have just follow my teacher how work on his cartoon character and make…
Yea I have em sorry I have just been using Xgen a lot lately and being too lazy to sculpt with the placeholders xD I have watched Frank Tzeng and Tom Newbury's prop tutorials and they say they usually use Angle of View of around 28 in Zbrush so that's what I've been using to get as close to a realistic perspective as I've…
If he's built on the "Gen Mo'Kai". skeleton, and the proportions are equal, then you can just "copy Mesh peoperties" from a current Gen Mo'Kai animation, and then switch back and "Paste mesh Properties" onto your model and this will give you the same scale as the current (somewhat short) Gen Mo'Kai. However if his…
PLEASE DO NOT MAKE ME HAVE TO WATCH VIDEOS! Ok now that that's out of the way, screenshots/renders first then if that's not enough videos. I refuse to watch videos if i don't know if there worth watching. As for your art, its great that you have finished scenes, but you don't show any (god i hate calling it this as its…
I think it's going to be great. The hardware is amazing, and it's online functionality is top notch. And not every single game has to have normal maps, real time lighting, HDR and Light bloom to be "next gen". The game might not look super hot, but maybe it has 1million sq miles of explorable terrain, or cg-quality AI…
Welcome to polycount! :) Your portfolio shows that you have a solid foundation but I think you might benefit a lot from taking a closer look into current-gen pipelines for weapon/prop creation. Both modeling and texturing-wise. I've made a breakdown here on polycount a while ago that might be a good starting point to get…
It depends on how close its going to be to the camera, and if you have an iron sights/zoom in animation. For current gen (PC/PS4/XBONE) you will likely have very loose restrictions for a FPV asset, it wouldn't be nuts to use like 10k just on scope attachment if it was very complex and took up a lot of screen space. FPV…
A lot of things in Maya happen cause of big studios demands. Autodesk does visit the big studios they tell them we dont use xGen mash and shaderfx. So they dont develop it further. Autodesk does care little about small studios or freelancer. Bifrost hydro solver is still in the works but core implementation have to be done…