This is also something I've been trying to figure out, since my character projects also consist from multiple separate meshes, instead of a fused watertight low poly (which is more an old workflow from early 2000s). Arrimus 3D explains how simple proxy mesh can deform multiple complex meshes. Weights can also be…
OK lets start with questions : You can be anything so this include character artist with caveat that you have to put the time to learn all the intricacy build portfolio and so on there are few requirements as with everything else - texturing yes for the most parts except for 3d prints ,sculptures and miniatures - hard…
You can cut the lack of diploma and workflow from your potential reasons, ain't no one care about those. They can teach you a new workflow if you're good, and a diploma of some kind is totally unnecessary. English might be a concern but it would be secondary; its more of a concern if you're not local to the area frankly.…
You need to profile the game on the lowest-end machine you plan to support. Without testing on device and profiling, you are guessing. But... You have 3099 shadow casters in your scene. That's very high. I would guess that literally everything in the scene is casting a high resolution shadow which is not a good thing.…
Concept art isn't my specialization, but I can offer some basic breaking in advice. - Look up a handful of game studios career pages and read over any postings for concept artists. Hopefully you can pick out some common themes in the sort of work that's in demand. Even if you don't apply for a studio job, that sort of work…
and what's wrong with that? hard work surely should be appreciated but i can understand if someone's disgusted of all that fantasy exaggeration, weapons and armors made of rainbowy metals and having weird ass shapes, stylized proportions etc. there are some things that can make the process slightly easier, but hand painted…
Well for a "system" of details just start with a concept, while working on the concept think about what the character is, and what it will be doing, hopefully you can even go as far as why it will be doing that. Think about how things are made and why things are made that way. I'll try to use the kul'krak as an example.…
I agree with Fashoomp about the animation don't match the model. I mean it needs a man with super strength to be able to run around with that armor on him. But if you are doing it only for the sake of learning, it’s ok :) !! Remember that there are a lot of free rigs out there to match the style of animation that you are…
Thanks guys.. Not much updates lately though as Its been pretty slow going. I've got her head looking exactly as I wanted (shes meant to be korean so I redid her eyes and profile) and have her working in iClone. i've successful brought her anims back in to maya to render so the pipeline works. Now I just have to finish the…
I didnt do it to scale really, Its just a concept I threw together. Something different. I based some of the design off the t28/t95 but I wasnt trying to copy them exactly. I do have reference for quite a bit of it, but I didnt try to do anything to scale. I know scale is important but I wasnt really trying to make it…