@DireWolf: The guy in your example looks fat,an so his cheek is. Is it a reason why he's showing a lot of underlying skeletal structure as you mentioned :shifty:? Also thanks for the link, his tutorial looks awesome. edited: Yeah, Patrick clearly show the hardness of cheek bone, it's a good reference for me to follow…
Its a game engine :D But there are several workarounds, none of them are easy though. 1. Custom shadows using blueprints. This requires some blueprints knowledge, but it can be used to make fake shodows too: http://shaderbits.com/blog/custom-per-object-shadowmaps-using-blueprints 2. Capsule indirect shadows on a skeletal…
I'd double check the width of the cheeks. Seems a bit thin, but that's just me eyeballing it. I made a tiger awhile back and at first I was making the cheeks way too thin. What I learned is that cats actually have some really big cheeks. Depends on your breed of course but I would recommend experimenting with just really…
While I agree that it is indeed unavoidable, there are still some lessons to learn from this imho. "Game Art Is Not Highpoly Sculpts" Repeat after me. Game art is not highpoly sculpt. I know that it sounds counter-intuitive (and even subversive) given the massive amount of game art tutorials floating around that seem to…
+1 TwoListen The reason you are stuck on drawing cartoon characters is because the foundations are missing. Cartoons are the simplification/exaggeration of realism. You need to know it's there before you can take it away. It really is about how much you study, not just practice, because doing the same mistake over and over…
I would have to agree with Gauss on the sentiment that Doom's look wasn't achieved by accident, the game had a very strong and very consistent art style that is easily recognizable. And how do you communicate that a revenant is an undead rocket launching killing machine? Well it's a 7 foot tall skeleton man with rocket…
That previous project took FOREVER as during it I got hired by a little company known as Triumph Studios, the guys behind Age of Wonders and Overlord as an Intern. From that I got a whole bunch more cool things to show everyone (And if someone wants me to crosspost this stuff into the What are you Working on 2015 Edition,…
Thanks Eric, so basically facial mocap data can be retarget without blendshapes. And How can i target joints with optical data ? Is this more easy in maya than motion builder ? In MB you can't play the retargeted face without defining some base generic expressions. And the hard part is you are defining that expressions by…
Good start, a few things you should know about sturgeon; They are a boneless fish, using a boney plated exoskeleton instead of an actual skeleton, the main places for these plates are down the back (external spine) and down the sides. But also the gill covers and a small area ontop of the head is plated too. Would be nice…
Sorry guys, it looks like I failed the daily challenge. On January 20th I tried starting a few different tutorials but for each one I couldn't really get myself going. I tried making a Super Nintendo game cartridge but I fell into the same problem I had with that soda bottle early on at the beginning of this thread, which…