Heh, I actually bought Hard Surface #1 already, the skullface robot guy is the direct result of me trying to follow along. And Fnitrox that was very helpful, yes! I think it's a sort of quandary of asking for art-help; I want help with the media, a direction so I can practice. Your comment re: topology is the stuff I…
Vault Dweller, for units I think I'm going to take cues from the step height. Also maybe the door. I feel like I read somewhere that 128 unreal units was the standard height for a door. That can really vary based on the game you are talking about, but I think it could be a place to start. I also know that the example robot…
I like: The Spider Robot Fly The Face Rigging (I don't know how to rig faces myself) And the Characters from the last animation I think you should definitely work on the quality of animation, and texturing. Some of those character models are a little below par, but The old man in the last scene was great. He is the only…
Hello @SpecterShadow welcome to the forums :D What @WeatherMan said is 100% correct , the walk cycle and the push looks very robotic and without energy. But its only time man , if you keep practicing you will get better. I recommend you to look to the book called "The animators survival kit" from richard williams, It will…
So tired I can barely form coherent sentences. Boardgame design is an interesting experience. I'd recommend video game developers give it a try at a jam or otherwise. I think there's much to be learned about rapid iteration and the like. Here's our board game, Giant Snail will not Prevail.…
Well I've been into some intensive retopo work for a while now. Kind of a robotic process. It's not very creative but hey, I'm still a fresh junior, not complaining. It's part of why I'm trying to get a bit more into handpainted stuff, which is more in line with the studio's work than my usual gritty-realistic models I…
doope :) cool stuff man (and nice simple site layout). Gotta agree on the low poly/textures thing. The sculpt for that cop looks rad but not digging the final as much. Could try throwing a little more colour into them textures, little more wear and damage on the clothes to vary it up a bit mebbe. Fancier more edgy lights…
It is a massive ammount! I can't believe, how can a modeller to deal with such number of polygons? But as I've seen some wireframe such this one from the cinematic trailer of Assassin's creed black flag http://www.fxguide.com/featured/how-digic-made-the-assassins-creed-iv-black-flag-trailer/ the polygon count seems to be…
0-8 hours during daytime at work depending on the task, unless you count fixing radar and depth/collision models as modeling as well, then 8. Plus 0-12 hours after work depending on how caught up I get on a model for one of my personal projects. Scripting in blueprints and learning c++ for UE4 is a nice break too! Nothing…
My friends independent game called Girl and robot just receive an award http://flyingcarpetsgames.com/2014/03/13/memories-of-bitsummit-2014/ its actually my first time witnessing closely how game being developed from absolute zero , with great but humble ambition, starting to get recognized. the lesson I learn from him ,…