@Leinadien Thanks mate for the reference. But im working on something stylize for now. Maybe someday I'll do a realistic approach. ;) Just finished my retopo here. Im trying to make a stylize design for this, like a Dead or Alive or Final Fantasy style of character.
Here is my update for today. Still a bit of polypaint work to do but pretty happy with the result so far :) As for a more stylized approach on the fur I can recommend the "stylized" brushes from Micheal Dunnam (https://gumroad.com/mdunnam). Great stuff.
I really like the stylized approach on this one. I am a big fan of it, I was gonna try a stylized character but was afraid I wouldn't come up with a fitting Idea for one in time. But I like the weapons, as well as the look. Can't wait to see it finished. :)
I really like the animation actually. Its a stylized game, with stylized animation that definitely fits the chunky, rawness of the overall art. The music fits the bill perfectly, though also not a fan of country, I think it does the game the justice it deserves. This will be a day 1 for me.
amount of stylization is very uneven on the scene. for example the fence is heavily stylized. planks are big, they are sloppy as hell and differences in their lenght are exaggerated. on the other hand the cottage itself is made of much smaller planks, they were put together with precision and the model doesn't have any…
Hi, Im here to talk about my Final Year Project Ive been doing at Staffordshire University. The basic gist of things is that I am designing and creating a character and accompanying art style for use in UDK. There will be some HLSL on the side so that in theory the character could be made use of in other engines as well.…
@RogueHero, looking better. Here are some more specific notes, keep it up! Made a few changes to the face to make it more natural and to better match the concept. Trying to push away from the more comfortable stylized face for now--have a stylized character planned after this.
@Mark Dygert but doesn't stylized still use normal maps? I'm working on a stylized VR environment. Should I just be beveling all my edges to get nice smooth edges instead of normal maps? Find it weird to not use any normal maps at all.
Yeah, I prefer the stylized realism stuff myself. These games above, even Forza3 is somewhat stylized. Either way, it doesn't matter what the artists want. If the consumer doesn't like something, they don't buy it. So games tend to learn toward whatever is popular =\
Iv been working on this female sculpt over the weekend. I'm going for a stylized character, witch will be used for my game protect i'm working on. I'm struggling to get the stylized look i want, so if anyone has some good pointers on what i should be looking at please speak up and let me know. Thanks