I can probably take this as a compliment? Ha ha! Here's the backside of my card with my personal logo on it. I think this is THE card for me. It's improved a great deal with everyone's help on Polycount and can't thank you all enough for it. Appreciate everyone dealing with me too. Ha ha! I'm not too worried about getting…
Good start! Cool idea behind the character. Just a few suggestions: 1. When her right foot lands, the timing on her down pose is a few frames quick, as compared to when the left foot strikes. 2. Push the upper body's left/right rotation a little further. Also, the forward/backward rotation could use a little more overlap…
minor update, but i'm still battling with design of legs and boots right now. added a little skin tone to get a feel for how her head will feel textured and i think i need a few more tweaks to get it to a point i'll be happy with. I hope i'm not deviating to much from her character with my redesign because i worry…
I completely agree, and thank you for articulating it better than I could have. I feel the same way about people who complain about there being too many games with space marines. You never hear the same complaint about there being too many games with elves or wizards. Haters gonna hate. Anyway, this looks pretty legit.…
I like where it's going. Bipedal mechs tend to look very similar so I'd suggest blocing out the rest of the [upper] forms before detailing any further. Work out a midpoly version of the full design. That way you can avoid backtracking if things don't come together right and can keep a more consistent looking design…
Morning sketch: 2D9 Not feeling so well this morning, but hey nothing like a little art to lift the spirits. I have been seeing quite a few badass mechs around lately and wanted to try my hand at it. This isn't my first but it has to be like my 3rd or 4th attempt at it. When I completed it I named it 2D9 because it felt to…
I met Paul first in 2005 at GDC and then again last year when he moved his team from Florida to Austin, which became UTV Ignition Austin. I was already working as FX Artist in the Austin studio on Faxion Online. Paul's team needed some help with their prototype console game and since i'd used UE3 before the creative…
Part 3 is seven and a half hours long split up over 67 videos. Whew! That's a lot of ZBrush. But all that should cover most of your fundamental ZBrush needs, whether you're a concept artist, production artist, product designer, any other type of artist interested in 3D...you should be able to start cranking out some…
it all comes down to your art direction. vivid and interesting environments are the ones with better/best creative work done before you jump into modelling package. if you are just being taught how to make objects and throw them together in a level editor, it will work well from a purely technical art point, but for…
I wasn't sure how much engine wrestlin' you did to get them to work in game so I didn't want to consider that a cemented pipeline. On top of that if the importer isn't giving you an input for it, I don't know if I'd consider that a solution. Sure we can put stuff in engine, and get it working kinda, but I'm talking about…