Ah, so it's not as complicated as I thought it was, that's a relief! Seems like you have a pretty solid workflow there Nick. I suppose everyone's is different and I'll develop my own at some point. It just seems very daunting as of now. I'll give it a go and continue to lurk this thread in case any other people offer their…
I've been wondering for a while if the situation will get better in coming years or not. I don't see the barrier of entry growing any time soon, so I guess it comes down to whether publishers like Steam improve their system so good games get more attention or continue letting them be lost in the shitnado.
Coming back from being sick the last few days, you've definitely refined it quite a bit and it in my opinion continues to look awesome as ever. Also as a person whose working on his first real character, I love watching amazing character artists on here and their work progression. Can't wait to see the final results!
Well, I think I'll leave the corridor as it is for now. It's still quite a lot to do but I've wanted to completly finish a part before I continue with the rest. The corridor is still missing some props, but they will be added quite some time later into the development process as I first want to finish all pieces of the…
I think the closest we will see in this generation is polygonal hair with a dynamic cloth driver. I doubt we'll see strand by strand based physics anytime soon, unless that is the only thing running. You have to balance it all out. Long haired characters have always been a problem and will continue to be problems for the…
With standard boolean workflow, before you perform the operation, you can lock the normals of your objects and the continuity will be preserved. Of course, if you want a clean low poly, you will need to manually tweak the results of the booleans but it's a good starting point. I usually try to avoid retopology on non…
Yes that pelvic area will give you grief, The base mesh in a ZBrush workflow isnt really super important, as long as its symmetrical (not always) and has a continuous center line. I guess its how you prefer to work. I like the freedom to determine the geometry as a last stage step. mod edit: fixed bold!
Hi all, Thx for comments! I corrected my texture atlas and continue the house! I have almost done big objects, and now i place ropes and small details. I will test water decals and particles for simulate waves on sides. Lighting final will be with big moon and lanterns. It remain some tunings on textures and doors. ++
That moon in the background really strikes me. I think there's a lot of potential in this environment. Texturing definitely needs some work, lighting as well. This is just my opinion but I'd really use that moon as a launching point. It's very Van Gogh "Starry Night" to me, and I'd love to see that style continued through…
Small Update: After spending some time learning Substance Designer(WHICH IS FUCKING AWESOME), and re evaluating how I go about making PBR textures, I learned a lot and then continued to work on some more props. Even though the props are small, every little prop adds more and more life to the scene.