Here is where I am up to at this point. Hair, tasset and robe all blocked in quickly. Once I get the forms in correctly I will start adding detail and a base polypaint application -
i'm gonna quickly disagree and say Play! was the best I've ever seen (considering I got to meet uematsu, mitsuda, jason hayes, marty o donnell, etc. after the show :) )
That and the iris(es)? don't quite look right, something is amiss about them. That and whatever bird was the previous owner of that skull probably died pretty quickly since it has no nostrils with which to breath.
The art style is fantastic! I've never really been a huge fan of that style of game, as I usually get frustrated really quickly and just start clicking everything. Looks great though.
Intersecting geometry is no issue at all. Model things in one piece if you want smooth transitions, otherwise its rarely needed Don't think too hard, you'll get a feel for it quickly
This concept was fun to work on, its a little rush so I'm not to happy with my topology and unwrapping aaand I couldve spent more time on the texturing. Quickly brought it in to Unreal Engine for some screenshots
Use less tools. I can see lines, paint, and filters/textures. Just stick to one tool from the beginning to the end of a piece instead of using "tricks". You will improve very quickly!
I like it and use it often but I've seen quite a few friends go over board with it slapping on filters for the hell of it. Usually I like to use it to quickly color correct my photos but that's about it.
large textures require more RAM to open, but editing still requires a CPU and/or GPU to edit quickly. Rendering is the GPU Baking is either your CPU or GPU depending on the program Polycounts are dependent on the application.