welp here is another human anatomy study, very loose since i was trying to work mostly off of memory and see where im at with that. the upper body is not so bad, things are exagerated and such but its not nearly as bad as the legs which continue to mess with me . im thinking i just need to do a whole lot of leg sculpts…
Horribly inaccurate? How so? It is all self reported from people that work at said studio or have worked. I don't think anyone is guessing here. Bad thing to be spreading around facebook? Why? It is great to have the information regardless if it is good or bad. Isn't being educated on things better than being clueless?…
Great idea. 1. I noticed Tracer gained in popularity after her butt pose controversy. But she was in the front since the cinematics /shrug 2. Check out these artists: Pior Oberson - It is of my opinion his personal style had a large impact on Overwatch's final art style. Beastly that one. Arnold Tsang - He was the lead…
I mostly agree about a 3d interface for cages but we ruled it out of an initial release. It is possible we will add one but I find bad 3d interfaces in other baking tools kind of infuriating to use (bad vertex selction and movement controls). If we did one I wouldn't want to bother unless we could make it work really well…
I'd like to add that I think it's important to keep old work and look back at it sometimes, as it can be difficult to see the improvement in yourself because invariably it's so gradual... For instance if you're having a bad day or think your work sucks, it can be motivating to look back and see how far you've come. I'd…
It was a reboot, not a sequel so it sort of makes sense for NT to want to put their own stamp on it. Its a shame a lot of people got hung up on this (not necessarily this community but the gaming community in general). If people don't enjoy it, it doesn't make it a bad game (unless it is, by all accounts a bad game) but…
But this has nothing to do with PBR, as in physically based rendering. Everything you've mentioned here is a content creation issue, and has little to nothing to do with rendering tech. PBR doesn't force artists to be lazy or make bad choices when doing material work. Really, it's not even remotely related. For each…
Yeah. The article I linked had it pretty accurate imho. We devs won't talk, bad-mouthing is really not a good idea, when you want to find a new gig in this small world. But it means a lot of bad mgmt practices don't get air time. We can't or won't talk. Not saying that's the case here, just a general problem, e.g.…
You may want to separate elements like the floor by toning back the saturation. Lower saturation will push elements back while higher brings them forward. Yes it looks illustrative both in a good way and bad. The bad being it looks pretty flat. Too much use of the same color and same levels of saturation. AO can be nice…
Your website is great, you picked a great layout to imitate and did it very well. Why did you have the HP of the lancer as the thumbnail instead of the textured version? Bad idea imo. I think your hologram hall is your best piece, and the other two feel much less polished and rough. I think the lighting in the city scene…