it's also about versatility IMO. even without a lot of years of experience you can practice one thing like a mad man and get really into the groove in not such a long amount of time which is what i've seen some people do at a very young age - but that doesn't mean it's applicable across the board. i'd expect a senior to…
@Asura I will do a paint-over of my current sculpt and see how it looks and post it, but I agree, I might have gone a bit overboard with the proportions. If it looks wayyy to wide, I will take back some of the shapes on the sculpt. So thank you for the heads up! @semajnothing I do agree that the anatomy is severely…
Oh, I understand how the process of the workshop goes, I think that introducing %'s and submitting items in a mentor/student fashion just isn't the proper way to go about learning in this setting and it would probably just confuse end goals and make things weird. Like it's been said, we all don't mind helping for free so…
Thanks guys! After making the revolver it gave me an idea for a character. So I started this one today. I've been working on it off and on while doing an environment art test. I've got some clean up and more work to do (Real eyes, a proper pose, etc.). Then I'll texture him and give the revolver a proper texture job. ZacD-…
This is the best advice I've received on the character so far! I especially like your reply Shadownami, so much thought! I think I want to push the character more towards the original concept like Steve suggested. I'm only worried about how an animator might make the eyes work within game though... Heres my own idea: I add…
That trailer looked totally horrible, what a waste of money. Instead of taking the 3D medium further by investing that time in developing a unique style that helps their story they're just throwing it all away on 'photorealism'. [ QUOTE ] I thought it looked pretty good except for the dead facial animation. Take a lesson…
If you are going to want to get more in-depth into iPhone development, you will want to eventually learn some programming. Solutions like Shiva and Unity are nice, but have certain performance constraints. There is also the fact that iPhone touch interactions are tied to Objective-C coding. So more advanced interactivity…
First I would suggest deciding which game engine you're exporting to. They each have different constraints on material setups, and how to get content out of your DCC app (3ds Max). Then learn from their help docs. Unreal…
nice progress man ! The venom sculpt is unreal not too much a fan of the helmet tho, especially the eye lenses. I dont think human eyes could see through that properly but im not sure. Remember form follows function, if you want sci-fi gear that is truly great and convincing, of which only very few achieve, then try…
Yeah, that looks good. It actually looks better than I thought. I hadn't noticed the parallax effect before. Adding another layer definitely pushes that more. I like the idea of it subtly pulsating. I think it would be cool to extend that idea into the other backgrounds. Not sure about your time constraints, but it seems…