This will be my first post on polycount. I am a 3D artist with a couple of years of working experience in TVCs. Now I've migrated to Australia, got a PR and studying Advanced Diploma in Games Development. And the first game character I wish to build is a warrior. A Nordic Warrior. These are the concept art progresses I've…
Built from a piece of Dead Space concept art (courtesy of EA). 21,349 tris after instancing. Any c+c would be greatly appreciated, especially on improving the lighting/post. Here's the concept:
Hey Wes I'm liking a lot of the changes you are making to the scene. The landing platform is not getting nearly as lost as before and you dont have the ridiculous amount of dead empty space on the right as you did before. As I said before I think you should make the rock walls different chunks and very the heights a lot…
Here is my blockout in Maya. I’m going to take it into ZBrush and refine it further. My plan is to only do retopology on the more prominent pieces, such as the side decorations and the middle section, and bake the rest to keep the polycount as low as possible, because right now it’s far too high, as you guys can see. I…
But back on topic, love the direction you’re heading in. I agree you tend to want more moody lighting for a horror game. I would suggest revisiting the night lighting, but taking care to add more fill lights. The purple is too monochromatic, which tends to induce visual boredom very quickly. You could try adding moonlight,…