just thinking as part of my wider options to get in to environmetal art for games. I have done some in the past, but not for next gen. What sort of things are employers looking to see now. Yeah it just seems there are not so many jobs going for character modelllers at the moment and TBH I find the whole process of making…
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At a guess, I would suspect that the key to this method is preserving the normals of the "half-mesh", as if they were part of the whole mesh. If you just delete the half the normals on the edges are bound to change, no?
I've been searching through the forum a bit but there's such a great volume of posts about normals and zbrush and "workflow" that it seems what I'm looking for isn't just step 2 or 3 but 3.4 or 3.67 or whatever. Anyway, for all you modelers making game characters - how do you approach characters with both organic and…
hey guys!so i decided to redign a mech that i was working on a couple of months ago. i had no concept at the beginning and i ended up with a too noisy mesh and a bad composition now what ive done is getting rid of all the smaller parts and went crazy with the move tool to get a better silouhette and try to fix the design.…
Yeah, I noticed too that the highpoly was unnecessary in this case. What do you mean with unique unwrap? Like unwrapping every part (like roof, doors and so on) itself?
@ Jessica Dinh and Zeldrak - thank you, yes I try to do for every concept as much iterations as I can, this is actually my favourite part of the entire design process