Thanks! I'm still a little worried about it's optimization, thinking on a little hand work to reduce the amount of loose polygon islands. Like doing a second layer using the same basemesh, but inflated, with a some alphas.
Another update: Gave him slightly more creature like eyes, changed some textures around and started working on his body textures.Still huge amount to do. Again renders done in marmoset Toolbag.
I will edit all the unnecessary clutter from this post when I get home from work tonight to clarify what I am needing and or requesting with only the minimum amount of details that you require.
It's a portfolio piece, but I would only include that amount of topo if you're actually going to show a whirl-kick pose that requires it. Without the pose or animation, the topo looks way overkill. My 2 cents.
Hey thanks everyone! I know the majority of us who participated in this contest sacrificed a significant amount of time and glad to see you guys push yourself and each other to be a better artist. Congrats to all!
Just imagine the amount of entries they got, let alone from those that got fired who were senior artists, I would just wait or pretend it never happen. But good luck anyway to all.
Get the centre position of the island, (U1, V1). Get the position you want to move it to (U2, V2). Subtract the former from the latter (U1 - U2, V1 - V2). Move island by those new amounts.
There's some really nice stuff there, I'm impressed with the amount you seem to produce in such short periods. Once you have you Oblivion scene nailed, you should be in pretty good standing to find a job =]
the small details are very cool! i feel the amount of low hanging cables and floor openings is a little too much in the first picture especially when the cables in the other pictures are all so neat and orderly
Really great responses guys, thanks for those. Have any of you found that your 'tolerance' for the amount of time you can work has gone up over the years? Just by working every day?