yeah it can go from 7-10 head counts (maybe lower for shorter people).... 7 being average 10 being stylized hero type also consider the width of the head compared to the body as it has a great impact on how big a head looks compared to the body. these have the same height of body parts but different widths size matters : )
Halogen Studios Recruiting for Cyber Punk RPG Hello my name is Taylor Wood and I am the creative director of Halogen Studios. The team is currently comprised of about 11 people and we are looking to expand further. We are in need of additional concept artists and 3D modelers for a 3D Photo realistic Cyber Punk Coop RPG for…
Whether a game engine can make AAA games shouldn't even matter if you aren't a AAA studio. AAA content = $$$ to produce. From hanging around the indie community, it looks like Unreal & Cryengine have almost no foothold. Unity is the most popular 3D engine but 2D games make up a bigger chunk because it's cheaper and easier…
Ok looks like you have everything you need In the beginning of Pack's book there are really nice drawing of heroic male pose you can use that or check proper body alignment or if you want classic hero pose some of comics heroes or bodybuilder posing exercise Its not much of change really just mask the torso and rotate it…
Here we go ! The first hero I'm working with is Anti-Mage. The background story of this his unfortunate meeting with the undead army who destroyed the monastery in which he was just accepted as an acolyte, going there with as a pilgrim seeking wisdom. I wanted to dig into that pilgrim moment of antimage's life, and in his…
Thanks for your feedback. I'm sending CV to non games/entertainment companies to have more possibilities but they are harder to find. Do you know any sites a part from the usual glassdoor and indeed? Regarding my works I usually make environments and hero models like hard surface objects or hero props. The materials are…
Right, though some roles will generally require a lot more hard surface modeling that others. If you're interested in entering the industry and doing primarily hard surface work, shoot for a junior environment artist position. This will (generally) have you doing: Props, Building/modular sets Tiling textures Set dressing…
Team name: New company start-up: Surreal Logic Project name: “Martian Worlds” Brief description: This is a new game just starting up, but I’ve been working out the concept for well over a year now. We will be building a universe, and you'll be able to help sculpt whatever planet you can dream of. Visiting worlds and…
To be serious for a moment The important thing is to avoid subpixel triangles. If a triangle is smaller than a pixel it serves no purpose. It's a waste of memory and it will cause bottlenecks in rendering For hero/individual assets less about total triangle count and more about screen coverage. For modular pieces you need…
So I had a go at making the DOTA 2 Hero shader in Blender a few years ago, turns out it was pretty crap. Just for fun I tried again. This one shares input parameters with Valve's Workshop Tools, and is a much more faithful reproduction. Shadows are still missing, I've not decided how best to tackle those in Blender yet.…