Extremly laconic exposition of the following text, which I figured Might be usefull to have in one place: If you're interested in more details, I suggest you just take it from the top. And ready yourself to spend sometime reading. top Hey. I felt like doing this paper, because. Because becoming a video game artist isn’t…
The cracks in the wood of the shotgun don’t look completely natural. If you could make the cracks thinner and less wavy then really define the edge of it that would help. Also, some of the cracks on the chainsaw look like they are big enough that you should be able to see inside. If that’s the case you could possibly show…
Good start. Always great to see people doing studies. Focus on cleanly drawing lines to define your forms. Everything looks pretty muddle and scribbled and simplified here. Maybe check these videos out: http://www.ctrlpaint.com/home/category/unplugged Also, draw approximately 10 million times as many hours a day as you are…
The triangulation is not totally random, in 3ds Max it is posible to edit the hidden edges. Usually when I model I like to have a clean mesh which mainly shows the edges that define the shape of the mesh, and then edit the hidden edges to get a proper topology. Ok, now I see what you meant about the high-poly mesh. I'll…
Thanks for the help Till! I tried to debug it but I didnt know that then was a necessity. I think I glossed that over. Thanks again! :D Thanks again Juan! :D This has been super informative! I didn't know about the proper syntax of maxscript. I think I'll go read some more into it! From now on $ is for defining properties.…
@Caser well yes I knew that you could just mask out certain parts, but what you'd get is cut off stones in the border region. Whereas with the tile sampler node you can define a mask and it takes that as base for the generation (I guess). So you don't get any cut off ones, it's either there or not. And that's pretty cool…
@slosh: Oh yeah, I can definitely see that on the axe. @rayle: I don't know if it's the way the high poly is or the way the material is defined, but is there anyway for your to either make the blade edge shinier or sharper phsyically in the mesh (normal or LP)? Something like this: My personal rationale behind it would be…
You need bevels. All the plates have abbrupt, 90 degree edges. making them look intangible and paper thin. If you added bevel information to your plates (in the highpoly) the light will catch those bevels, defining the forms much better. Your shapes will look more like chuncks of forged metal vs. the paper look it has now.
There are TONS of games out there that try to emulate Blizzard's art style. A giant money house with proven success would not fret over other studios trying to make Blizzard-like games. A "blizzard idea for a game" is also a very curious thought. What defines a Blizzard game? Blizzard is not a genre, but a dev studio.…
Looking pretty solid so far. I think the main thing you need to concentrate on at this point before you get too far into detailing his icky wrinkly skin is better defining the shape of the eye sockets, cheekbones and nose bridge. Your design has a vaguely human appearance to the eyes while the concept is more animalistic,…