Totally agree, I see high poly V-Ray rendered stuff as opposed to game spec artwork. Arch Viz or what-have-you wouldn't be a bad place to get started doing 3D professionally while working on a game art portfolio if that's what you're inclined to go after. I'll be honest, it took me a while to land my first job after…
I'm so tired of seeing threads like this get derailed by people arguing about impractical armor design. Guys, your arguments have already been made a billion times over all over the net. But the fact of the matter is that style of female character is marketable, and makes sense for a portfolio piece, as long as it isn't…
I tried that initially. Surface is too curved to get a good consistent match or maybe I don't have good visualization skills. Textools 3d to UV flat (which would help) doesn't use the same scale as the object. Let me see if Ninja around since he made textools. EQ, let me reiterate what you said so I can see if I'm getting…
@bigpun; Yup You're Right About The Realism thing, but the action figure that i have, has too much Hyper Realistic Details & stuff, but in the same time they tried to make it like WoW! but i didnt wanted to go too far from both WoW style & that Action figure, and yeah the leather straps seems cool, ill make em and put em…
I think you can have both a job making games and work at a place where you are compensated for your time, and get to work reasonable hours. You just have to find the right place. I'm willing to work late here or there, or come in on a weekend once in awhile, but 80 hour weeks? Sleeping under the desk? That is fucking nuts.…
I started using the badking base mesh that Klown had posted, and have mostly just tried getting the facial structure towards where It needs to be. I did a good bit of work on the body as well, but ran into a huge issue where I had used..I think it was the move tool that broke it, but at higher subdivisions I get major…
I got an arrow to the knee once. It sucked. I had to stop adventuring. Kidding... I think the worst thing that's happened to me is when I was trying to stack some pallets back when I worked retail. I was using my momentum to through each pallet on the stack and would let it go once it reached the top. One time I did this…
I really like it, you've put a lot of thought and work into it so far nice job =) A few points (keep in mind I'm still learning character stuffs) - The hip transition from torso to leg is a little too compartmentalized. - The ankles seem a bit thick, or the feet are a bit small? If you take the foot it should fit the size…
The aggressive angles are cool, but I'm not quite sure how to implement them with regards to the Najno demon. I don't want to sound like the guy who doesent take suggestions, but trust me: The other demonic races (more specifically the Stai, concept above) will look quite similar to the paintover by Razorb. I understand…
I'm inclined to agree with EQ: however i'd also say that the work is good, and EQ's advise are the steps necessary to get it to great (which judging by the work you put into this model, that's what you're going for.) generally don't say this, but this is a very good start. Some minor changes (as suggested, would take this…