These are my reference: - The model: Elf Girl on sketchfab (she fits my target aesthetics and I can download the original model legally, plus it contains both the posed model and the T-pose model.) - The game: Senran Kagura Estival Versus from Tamsoft (Ignore the sexualization, their animation is quite well done, and their…
I know, Zbrush (and sculpting in general) is taking over the game dev world. But for a low budget indie title, I want to keep my toolset simple, using Maya LT for both environment modelling and character modelling. I had some success with it before, though only with very low-poly characters. Because of the prevalence of…
"Known issues: I know my character isn't great, say, her arms are too thin. Whether I can fix it is down to my ability." No. It lies down to you measuring the diameter of a good reference model, and thickening yours appropriately. You can do that. Forget the myth of the artist feeling/improvising things. Observation lies…
I really appreciate your candid suggestion. But let me push back a bit and ask a few opinions: - What if I want someone to tell me? Veteran artists know how to observe, compare and improve a model, that's what I am trying to learn from tutorials. If I am on my own, it would take me a much longer time to start appreciating…