From what I've gathered being at AI...depending on which campus you go to I suppose; the quality of work depends on you. The game art department teacher pushes maya and renders in mental ray...being new to 3D I went "oooh pretty pictures"... One year left of school I met another game art teacher who asked the class,"why…
Late update. I had Internet issues for the past week. I did my best to catch up despite having missed the sessions. Basically the week was about finalizing the high-poly sculpt. This is what I have for now. Biggest challenge for me right now is doing all the accessories. they have a ton of variety to them and most of it is…
I feel quite happy then, that our Technical Director and our Graphics Programmer are always reading up on new graphics tech and trying to push boundaries especially with regards to shaders and real-time stuff... they are actually actively interested in being able to make stuff look cool, and while there are obvious…
Hey all. So i managed to rope poor @JLHGameArt and @TudorMorris into helping me with an overly ambitious project for our final major. I wanted to do something grand and epic, and largely a showcase of all of our skillsets. A kind of interactive portfolio. With that in mind i had the idea of an elf that the player can…
the most important thing to address right now are your base materials. at the moment they all look pretty much the same because, as you can see in your texture sheets, your spec and gloss have pretty much no tonal variation. since you're using a gloss map, tonal separation is extra important. i think what's happened here…
EQ apply Edit Normals to see which way the normals are facing, on a simple box, they are 90 degrees. If you push a box cage, they are still 90. So how does it get off? I think we both understand the rays are being cast skewed, but not really why. Or maybe you do and I'm just not getting what you're saying? The problem he's…
@Alemja Thank you as always, Alemja! :) That's a probably a good call. There's been a few other pieces around the head that haven't quite made the cut for the same reasoning that it might push into 'too busy' territory. That's the real struggle with stylized pieces: they seem relatively simplistic, but they walk such a…
I love the brushwork in this. The colors are great too. However I feel the composition is hurting it quite a bit. She's cut off in an unnatural way, and so is her arrow. This makes it feel oddly cropped. You could include the arrow tip, and fade her dress into darker shadow, help ease the transition to the edge. Same with…
I think the key thing here is that when people think "chieftain" they think "experienced". And nothing says "experienced" better than a bunch of mementos and crap hanging off the character. Basically he should look like everywhere he went he picked up something and took it with him. You can see this going on in the concept…
The metal textures- two thumbs up. By comparison, the flesh areas are a bit flat. I think you could push the values a bit more like you've done with the rest. Get a bit more colour variation in there too, he's a very uniform "flesh tone" at the moment.He could stand to be a little unhealthier in colour, get some blues and…