Yea, heard about this a while back, pretty goddamn terrible. Especially given the many other layoffs and studios closing in the Vancouver area lately. Not a good time for the industry. Activision is fucking a lot of people over. Getting to the point where I really can't stand the company.
A question for the Character Artists out there. On current-gen projects, low poly modeling has been the fastest step of the production pipeline. The most straight forward one, while High-Poly sculpting/modeling and texture painting would take usually longer. With the next-gen specs and some new tools, such as Marvelous…
My first attempt at a nature scene. Still in the blocking stage and for some reason I can't get the composition to look right and match the reference. Feedback extremely needed and greatly appreciated
I think it's looking pretty cool. Maybe by adding some side platting like in your example and maybe some definition in zbrush would get you feeling better about it.
CrucifiX, you can get inspired by the dota 1 hero. But you need to make some changes, not drastic changes, but just some, so it isn't the excact same with updated textures ;)
Skydomes are pretty standard. Maybe layer 2 of them to get some parallax. The skydomes only include clouds, anything like far-away mountains or similar should always be geometry.
I got an error while the head is still lumpy. Pior, do a projection master tutorial. Show everyone how to get nice pores and wrinkles, conttinue with this head. Thanks for the zscript!
Thanks dude :) Spent today getting it rigged and on the dude, then spent some time trying to match the texture to one of their darker Agatha helmets. Just got to do a hand painted wear pass over bits and a little cleanup tomorrow i think, then Package for hand-in (OMG FAINT)