Thanks for that Keen! Does look a bit small. My idea weren't working really well in ortho, so I did a 3/4 sketch: Still a bit worried I'm forcing a bulkier/epic type design that might be forcing aesthetic choices they didn't want. Wondering if I should just go with a character that better suits my strengths, or continue on…
Thanks guys! I brought the point up a little on the face plate so hopefully there wont be an issue with clipping. I'm still deciding on elements as I go which unfortunately means I'm moving slower than I'd like. Most of the details will be small embossed or etched trim. On the back, however, I want to do a pictorial scene…
The axe materials are the following: Wood Handle with crystal jewels Sharpened thick vine with thorns That bone reference is lovely but I think i want to stick with the vine and thorn, keeps that jungle vibe. Oh shit you are so right about that dynamic with the hilt and blade, I'll bring out the 'twigs' a bit to get the…
Thank you for the kind words - Started to grab portrait animations and gif'in them up. Just the Overload so far. The first thing I made at Blizzard Jordan - Thanks :) PIXELPATRON - Most of the stuff currently up there is over 5 years old. Just lots of time. DETHLING - I think most of the hard surface, for the Liberty…
I've started a new portfolio piece i'm just at the stage of stitching the seams and creating light maps so i can get it into UDK its just a diffuse map on the model, so i can see what im doing before i move on (got all the normal map bakes done, (the top trims are going to be normal mapped), making use of tillable textures…
You would most definitely bake this stuff into a normal map. You could model out some of the more exaggerated bricks if you want. An env artist might be able to chime in with a better answer but for something like this, I would think it better to create a tiling texture for large surfaces and have randomness built into the…
@ Jarvgrimr: Yeeeah boi! that is looking strong! Get some trim dynamic and dam standard on the horns, feet etc to give them nice nicks and scratches. With the chain, when you draw your curve, you can extend the curve by moving the cursor at the end of the curve until you see a red line appear. You can continue your curve…
This is true, but at the same time 90% of game art is background stuff - building trims and piles of rubbish and random shit that nobody is paying attention to, so it's not worth spending the time/effort/texture memory on well defining the specifics of a well-handled leather bookcover when there are 900 books on the…
Update on my progress so far. - I redesign the door, walls and hatch. - Added a lot more detail to the objects. - Model 3 different walls pieces so the environment does not repeat too much. - Added some trims and beams to the environment to break up the walls and floors. - Finished the high poly version. I will be creating…
Completed some basics substance (wall, floor, carpet & window) as well as the basic textures for the table, the chair and trims. The textures for the lamps and pillars are still missing. I also have to correct the UV of the windows. Also Im currently looking to push it more towards Batman Arkham City by adding more gothic…