If you're shooting for realistic proportions, yeah, they are. He could scratch his ankles without bending over. But I don't think you're shooting for realism, right? :)
In the art guide for Dota 2 (which emulates warcraft 3 [RTS]) they make a good point about texturing, specifically that you should have greater saturation at the top of the character and it should get gradually darker as it travels down towards the ground. Right now the textures look good, but when I popped it open in…
WIP 10 Texturing is 80% done I believe. Barring any additional polishing, I'm hoping my whole assertion with trying to integrate a Van Gogh mark making to the diffuse is coming through. Actually. I'd like some thoughts on this from Polycount. Does it work? Does this handpainted style make it feel at least slightly unique?…
2800 seems very high for an RTS, especially if the top-down view in the upper-right is representative of the expected viewing distance in your game. As I've said before, it's generally a good idea to look at the wireframe version rendered in-game to determine if the mesh is too dense. You can always cheat and use a second…
WIP 7a Here's what I have now. Made the gun overall feel a LOT more stubby, fixing a lot of the proportional issues I saw relative to the character's feel. I'm definitely getting heavy influence by a couple SMG designs from WWII, though game wise, it's more familiar with Bioshock Infinite's Machine Gun, of course :P…