Nitewalkr, as I stated turning of smoothing is indeed a viable option. The problem is that you will lose the perfect curvature of the form in some places (it will just be a series of linear facets). You can just correct this by using the move brush and tweaking these until it looks right. That said the creasing workflow I…
I've been using Modo for quite a while now, and aside from a few of what I consider minor issues I really enjoy using it to create game art. Exporters: I've gotting static objects into Unreal without any problems with the ase exporter found on this page. There is a Collada exporter currently being developed and improved.…
Pretty good likeness, however there are several issues you should consider when you come to build your next model (since I'm assuming you don't want to rework this one). The whole mesh is very angular, there aren't many smooth curves, all the limbs and features are incredibly linear, which makes it look much lower-poly…
Actually I much prefer the stance and proportions Snemmy already has it in than the paintover there... Her shoulders look too wide to me. The eyes and general facial proportions are pretty weird - all the features seem a bit too big to me. I don't like the construction of the legs - all those polys are really linear, move…
I think it's fascinating what you're attempting here in this thread. What would be usually done by large teams of individuals of different disciplines; you're doing solo is just crazy to me. So while I'm not qualified to make any kind of declaration about what is good game design, I can share some personal opinions from a…
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Looking at your 2d and 3d stuff, the best piece is the lineart drawing with the gaters in it. If you did indeed do that drawing, you may want to focus on concept art. Your painting needs a lot of work since they other painted illustrations don't hold up but it might be a better direction for you. None of your 3D stuff is…
Hey Eric! Thanks a tonne for the feedback, its been really helpful. I really love the idea of a sinister element to contrast the calm in the rest of the image. I took your feedback and added in some depth fog, fix some scaling issues and added in a gallows scene. I'm trying to work on getting the right balance of making…
Cool present! One thing that's bugging me is the arm bones sticking out of the severed hand as they probably wouldn't stick out like that if the arm had been cut off. It looks kind of cartoony, not sure if that's what your going for though. The anatomy of the palm also doesn't look quite right to me but I don't really have…
thanks for the extra info. I would recommend doing lineart, and maybe some color variations before you start rendering things out. dont focus on presentation, Its important to remember that when most companies publish "concept art" its actually promotion art. This is how you do actual design, warhammer online is probably…