the profile looks great. if you are planning to release the head as a texture package, i wouldn't make it very high-poly. i would totally ditch the eyelid mesh and let the texture-work do the talking. make eyes like the MoP models. the spot under the nose is most-likely being caused by this 5 sided n-gon. 3 things that may…
Vahl: I Will probably take your advice and pose the character into a T pose before moving on. I really want to keep the proxy mesh as simple as possible, so I won't be adding more lines at this stage. Thanks for your crits. Shotgun: I've learned that creating a skeleton and doing the muscles over em might be great practise…
It depends on the studio, the project, the Art Director, and other factors. It can range from 'here - create this exactly as described' to 'make this game level based on rough ideas...feel free to do what you want with it to make it cool for the game'. I can't think of any problems that would stem from getting really good…
Half-Life 2: Lost Coast - Church Remake in UE4 - Post 2! (Which I now know is referred to as "Monastery") So: Half-Life 2: Lost Coast - Monastery Remake in UE4 - Post 2! So in the last post I had basically just started to block out the monastery with some custom meshes and BSPs within UE4. I also started listing things…
Thanks for your insight. I have to say to my knowledge is not as quik to make a little spline shape like u have there, since in maya one would have to extrude a cylinder or like a spline circle along the the splines that make up the coil, which would add a couple of steps and probably bring some problems or hick-ups along…
Very nice :) Performance/Loadtime I'd be a bit careful of having 1700xSomething .png images scaled down. You'd be better off just having 1000xSomething that has gone through the Save for Web function of photoshop to save performance and done in .jpg I'm on a really fast line and it still took me a while to see the whole…
If that's all you care about then your goal is too narrow. Your ultimate goal should be to grow as game art professional, which covers many aspects. Art is the most important one, but it's just one of them. I know very few people who're stuck for years at the same job in the games industry. But even QA can teach you things…
Wow, thanks for all the feedback everyone!!! I never expected to get such helpful and fast response to my post. I really appreciate it! I am still reworking the sculpt and have not made a ton of progress so I am not posting WIP shots of the model at this time but hopefully I will soon. @frell- yep I will try and pay closer…
- That if you're a character artist you cannot like environment art... or vice versa. Art is art. Cool art is great no matter what pipeline it is in. - That realistic means EITHER 'Photo-realistic' or 'realism'. They are not mutually inclusive, nor mutually exclusive.... meaning that yes they can occur simultaneously...…
Good start. Also besides what Ferum said, think of light direction a bit. Create more highlights and shadows with some intent to create cool contrast. Also don't be afraid to add some colour to highlights and shadows. Adding some subtle blue to the shadows and some warm tones to lighter areas can bring objects to life.…