I highly doubt this post will remain.. Anyhow, I hightly suspect your majority is a minority. I wouldn't put it past the government to do such a thing but I believe the amount of reaching you are doing in coming up with some of those conclusions is just that a reach.
It doesn't matter how you make stuff, all that matters is the quality. Substance designer is a great tool to know if it helps you texture, and if you can hit a high quality bar with it then it doesn't matter. "Hand crafted in photoshop," sounds like a really crappy requirement for someone to be a texture artist. Just use…
I would definitely have modelled a highpoly mesh and baked that down to get a normal-map. For an asset as small and simple as this, for a current-gen console game, you'd be mad not to render down from highpoly. It just gives you a better end result. You could also stand to optimise the lowpoly a bit more - as has been…
Yes, sounds like you're on the right track. Your basemesh should be 100% quads, and try to avoid "poles" of 5+ edges running into each other since that can lead to "pinching" in the model when sculpting. Keep the quads a fairly uniform density over the body, and be clever about adding more detail where it will be necessary…
Thanks a lot guys!! I had really fun moments with this model and I´m happy for all comments. Thanks. ENODMI: I did a realtime render, but without using all marmoset power, it´s just an image based lighting. :) Cint128: Maybe this post can answer you. :D Korrax: I´m always open for crits! ;) I put some spec/reflex over the…
I thought I'd chime in to clarify this topic a little based on personal experience. When working on Dota items I sometimes work by myself (design phase + final asset delivery) and sometimes with other artists (providing them a design). In this second scenario I end up having to review high poly sculpts for feedback, and I…
You can manually adjust the cage to account for these sort of errors, however i generally think it is a waste of time, i know a lot of people like to spend ages tweaking cages but it is a really poor workflow. Generally just fixing it with geometry on your low is the best solution. There isn't any magic solution here, you…
Time is money and honestly, noone cares about some unimportant prop or thats just there to fill up the space, or some generic tile floor so hand sculpting paint chips or dirt on it would be very pointless and waste of time. Also, have you seen Substance Designer and Painter, or the Quixel apps? There are much more time -…
Amazing work! How did you get all those sharp edges in zbrush, especially the boots? You can use the full highpoly(million plus) for normal map generation, it just takes more work. I haven't tried the xNormal program yet, but it looks promising for normal map generation. Don't know if it can handle the high poly count.…
While the high looks decent, in my opinion it is not quite hitting the mark with how thin and tiny many things are. By that I am not saying that they should be stylized or exaggerated but rather that they should be making sense in terms of scale, thickness and roundness for things to look like actual sheet metal and/or…