Woaw thanks for all the pointers!! I totally see what is missing now that you mention it, I'll try to implement that as best as I can. And yes I really want to incorporate those little anatomical details; some of my inspirations are from Pathologic 2. Since the characters are extremely close to the camera, you get to see…
@NikhilR I'm going to a school called Futuregames, and you hit the nail on the head. Their whole ethos is to get their students out into the working world by hook or by crook, and because it's based in Sweden with a few studios around the corner, it works pretty well. I think their approach is more suited for their…
I had a quick scan of your work and a couple of things popped out to me straight away. The mesh density on some of these pieces is unbalanced for what you're calling "low poly". You have areas that are sparse and very low poly, and then other areas that are so dense that they're black. Optimisation will be a massive…
So I don't clutter up the thread I am taking part in the art jam to bring an existing character into a MOBA setting to pay homage to the amazing animation style in games such as League of Legends. I will post WIP shots here as I go to make these animations as awesome as I can, my confidence level is pretty low, living up…
I don't have much VR experience so don't take this too seriously: the interocular distance also represents what's your "head size". A bigger distance between the eyes means a bigger head size. So imagine what kind of size a human head would have in your scene, and then think of what IOD represents that head. A different…