Two previous Summits vere awesome, I wish I had attented them in person instead of watching stream/recorded (I`m living just too far away from the US) 2016 should be at least on the same level. For me watching how the best industry professionals work not only teaches me tips`n`tricks, but helps to boost confidence. That…
Hey Guys, im sorry I took so long to post anything, the last two months have been brutal at school. Anyway now that its behind me I can start working more on my model. this is just a small update. hopefully there will be more soon, I decided to go the armor recently, so I did the boots and lower tunic. i plan to go back to…
Pretty easy actually, and it's pretty easy to track stats too, in terms of sales, royalty payouts and the like. You do have to wait for a vetting process to clear, so if you put something up, plan on waiting a day or two before it's live. The biggest thing to watch out for is formatting--but if you format your piece by…
This is looking really good my only crit would be the two doors yours seem to be the same door which for your boat is kinda confusing In the concept it looks like the door on the right is 2/3 to half the height of the door on the right which to me says its a access door to an engine room or vital system that you don't…
Awesome work as usual Snefer. Love your work. I would consider my two points stylistic differences but, I'm unsure what material the grip tape is suppose to be and I would personally define it more. I also think the wood is too shiney for how rough it is, although that type of material could probably be reproduced in the…
Update: Current state of it. For the record, I don't consider it my own design. More like my own version of a Warhammer Online concept I found. Not a good idea to use other concept art as reference Another day and a half on texturing before i have to hand it in. Thse two dwarven statues were a pain to do. My poly count is…
It looks great! But there is still a fix things you could improve: - the shape of the hair cards are too visible, there is a lot of harsh light transition in his hair. I think you could fix this by tweeking the vertex normal of the whole hair mesh. - the way his shirt "stick" to his torso is weird. Like it's half opened…
The funny thing is; the rich and powerful do have all the power, they control the governments; whether you agree or not. What you are referring too is a safety net, but; and there is a big but. One can't tell those on the safety net to find work; if there is no work. And one can shout all the statistics but those are…
Even when modeling simple hard surface shapes, I've found that adding some thick bevels can do a lot to enhance the visual interest. It doesn't have to be every corner edge, even just one or two of the loops. It will read better in the normal map too. For example, you have a thick bevel on the front of the shoulder piece.…
Your king seems rather squat, somewhere around 5 heads tall. Normal humans are ~7.5 heads tall, while those in games tend to be 8-9. This is a useful reference chart, but you can find other examples by searching for "human proportions": The arms & legs of the satyr seem too thin. The head seems a bit small; keep in mind…