Fair enough, and you're perfectly entitled to your opinion. I know that being from Autodesk that people probably just think that I'm just a clueless muppet, but yeah I do know what it's like out there at the moment. Frankly recruitment, especially in games has always been cut-throat and will probably continue to be so.
Thanks chaps, I think i'm going to continue, making necessary modifications but keeping the essential edge loops around the major joints. I'l take a look at the loops and try and optimise some of them out but keep the majority of the tri's in areas of smaller deformation and where the poly density goes from high to low…
Looks good so far but you should continue with texturing. So far you don't have any large or medium scale details (only small scale base material properties) and there is zero personalization or character making it look like 100s already out there. If you add it to the portfolio, Id update it, it is a good model.
Seems silly, I personally like to be able to see the sculpt as a whole to make sure everything is working well together and there's some continuity to the whole piece. But it makes sense to do it separate, I always mess up layers (I'll spend 20 minutes drawing on the wrong layer and can't fix it). Awesome drawings by the…
@Beta_channel yeah, its for sure not for them to make any claim of this being new tech. I have seen the old videos from what has been done before. But it does seem like they have taken it to a whole new level. As well seems like they are actually able to continue pushing this tech with more funds.
This is a pretty cool model. The normal map scuplt has alot of nice details. I personaly do not like the brown jeans on him. I say continue with the mettalic look all the way down or make this pants into studded leather or ringmail, ect. At this point i cant tell if he is supposed to be sci-fi or medieval. -Buddikaman
Unwrap the low poly. Don't worry about unwrapping the high poly. Once you make changes to the UVs using the uv editor you can freely convert to editable poly and make changes, then put another uvw unwrap modifier and continue editing the uvs. You don't lose your work when you collapse.
really pretty face! there's something bizarre about her shin and knee area, with this crazy defined arch between the tibia and the sartorius... they do connect through a tendon but here it looks almost like a continuous bony connection.. softening it might help imo ... another small nitpick - the index finger is smaller…
Start with the tutorials on sidefx.com if after that you are sure you want to continue down the road of learning Houdini I would highly recommend a cmivfx.com subscription. While those tutorials are mostly geared towards feature film quality visual effects the principles will be still be very valuable. It's great to see…
Thanks guys, and thanks Dustin for those links, I've seen most of them but the ones I didn't are very interesting. I suppose I'll keep continuing in my direction of just writing as a hobby, and maybe chase publication with a bit more importance, and see what happens one day if the opportunity arises. Thanks again.