Thanks I really appreciate your help.. @slosh that 'yet' gives me hope. So should I stay away from realistic stuff and push into the stylized territory? Would putting a realistic character in there even make sense? @Ged will drop a prop in there then. Thanks.
Hey there! It's just a small touch of stylization where the wave normals are not 100% realistic. That's it. If you look at the level too, you will see assets being somewhat "wonky", while using realistic textures (photo sourced). So it's just a touch of stylization, and that's it. Thanks for the feedback. :D
i poly modeled this set. although this is not realistic thickness. however, it is a simple method and shouldn't take more than 30 minutes to create realistic eye lashes. extrude face with divisions and then add few bends and do some manual tweaking. pretty straight forward.
Yeah, in hindsight the proportions I gave her in the paint over were too realistic. In your reference picture she stands 6.5 heads tall, which is actually realistic, but they made her torso short and legs long for a more stylized look. Anyways, keep at it :)
So how does it work? he's realistically proportioned, the world is pretty realistic, but he can leap 10 meters in the air, and he can use his grappling hook to toss hummers using only a grappling hook? Is there a story that explains his super strength?
I don't know, I'm personally under the impression that the movie reference looked more realistic because it is actually real. Remove the fisheye and give it to the UDK scene (which is unfinished and has it's own weird/extreme FoV), and the movie would still look more realistic.
Mocap is used to create realistic detailed movements for realistic detailed characters. There are many instances where Mocap isn't suitable, or even an option. Hulk, yes. Finding Nemo, no. FF: Spirtis Within, yes. Ice Age, no. You'll still have a job lined up.
According to the proportion sheets we were handed in art class, 6-6.5 heads is actually realistic. Somehow I can't believe that as 7-7.5 always looked more realistic despite being labeled "idealized". Maybe game art distorts our perception?
Really nice texture work on the gladius! Are you going for a realistic look or stylized fantasy game look? For a realistic blade I think there would be less stony flavor on the metal, in terms of grain and cracks, and a lot more light scratches. Triangulation seems fine to me.
Tripwire Interactive is looking for highly talented and dedicated individuals to join the Tripwire Interactive family. Developer of the critically acclaimed Red Orchestra and the recent hit Killing Floor, Tripwire has a history of developing some of the most popular PC multiplayer games in the world. Poised to surpass this…