Looks good shouldn't have any worries, all the shapes/silhouette are quite nicely readable so imo this HP should bake down without many issues...if any.
The first thing that stands out to me is the colors are different. I would suggest picking colors directly from the reference, and filling your art with those. The next thing that I see is proportions. The reference face is shorter overall. One trick I like to use is to put the reference and the art right next to each…
Im modelling a recycling bin ... uh ... what can i say about this ... well this is actually supposed to be for a larger scene with like a dozen objects. but ... guess I'm not quite pro enough yet, i kinda feel like im learning how to do this as i do it. one thing ive learned about some of this computer graphics type work…
best: im gonna say pulp fiction. Just love that movie no matter how many times I see it. worst: Street Fighter: The Legend of Chun Li. I am not even joking when I say this is the worst movie. This was the biggest shitload of fuck I've ever seen..I honestly think the producers, writers and directors all sat down and said to…
Damn it, and I just wrote something out lol. Here it is anyway I guess proc exportToCryEngine() { string $prompt = `promptDialog -title "Cryengine Export" -message "Label your node:" -button "OK" -button "Cancel" -defaultButton "OK" -cancelButton "Cancel" -dismissString "Cancel"`; if ($prompt == "OK") { string $name =…
yeah looks alright, I would go thru and do a damage/wear n tear pass and just add imperfections to make it more realistic. Add some chips to the edges of the concrete pillars n stairs, bend some of the railings, make sure everything isnt straight, and perfect thats all. I would just unwrap everything so it fits in the uv…
You should be more specific, but it is possible. There are two alternatives (that I know of): 1. Gradient Mapping 2. UV-based tinting For gradient mapping you just lerp between the values on a gradient texture (just a generec photoshop gradient) with a tinting mask (custom for each texture) and multiply it with the…
Hi all, I’m an Art Department Director at a game studio, and we’re specifically looking for a very fast character rigger to help us evaluate and improve our rigging pipeline. Speed is the primary focus here. We’re looking for someone who can turn around solid, game-ready rigs quickly and consistently. Phase 1 (Paid Test…
Congrats i guess but being a person who despises the aye.eye. trend regardless of do it cause "everyone else will, b.s. ideology", i was curious & have to ask with 10 years of possible "networking", you couldn't find any people to fill the rolls for your game idea? Small Rant: (no need to address.) As much as i wish i was…
Just curious since I've been here so very long besides color bleeding "possible issues", with what i will mention what other issues are there to it? When we where learning this stuff back in the day (& this also works for concepts) was work on it at any resolution & then scale it down by /2 sharpen [not over sharpen], & do…