What quality bar were you trying to hit? Any existing rendering target examples? My initial read is admittedly that both assets read a little below decent, not amazing. The crown looks far from finished, but I would forgive the look if it was meant for last-gen Runescape. The floor tile looks serviceable, but there's…
You have major proportions issues, you need to have a proper starting base and work your way up to details, not the other way around. You should setup a character sheet in maya and block in the anatomy before going into zbrush (use the reference image below), then you can start sculpting and finally retopo. The initial…
Real matches would probably have a certain timelimit it can be equiped, if I'm not mistaken, TF2 also have this feature. Most detail is on the diffuse/colour texture itself, no? Anyway, the slower computers would pose an issue on the client viewer. I agree with downloading can be an issue for slower internet users and…
So today got more into UE Materials mostly instance stuff, little bit of lighting and camera features. Once I get to grips on how to use materials effectively along with decals I ll move to final stages. My initial idea of just making a one off texture in painter is out the window instead I plan to make use of tileable…
Ended up not having the time to gather my references and wrote my first draft with what I could remember. I'll also be changing the title from "Monsters" to "Mu-takl", meaning "race traitor". Ended up having the story revolve around Ahri more than I initially thought, with the perspective heavily swinging her way. I'll be…
I am creating a cape for the "Waframe" game, which is built on "Evolution" engine. They require in their guide to describe cloth movement with not more than 64 bones. So this is my model And I plan to make those braided ropes, which connect metal elements (what should not be deformable), to be deformable, but resistant to…
I like the initial sketch, up top on the right, although it looks like her hand is digging into her thigh too much. There should be more of a curve there. The model is okay, its cartoony and comic like, if thats the style you're after. The style in the sketch is more fuller. Get some more definition, different colours in…
Initially I was thinking waist/chest high. Basically had the picture in my head of a warlock/wizard standing over it summoning his minions to do his bidding or spying on some distant enemies perhaps. The top part was definitely one of the things I was going to redo and put some more work into. I'll do some more work on…
I have triangles all over my meshes. I tend to model in mostly quads initially for subdivision purposes before bringing a model into Zbrush. After creating the high poly model, I'll optimize my low poly and end up with triangles all over. I do like to keep quads around the mouth loops for facial animation though.…
Thanks for the comments guys....thought I should post this, this was the initial mesh modelled from another character artist I work with, since I thought he'd make a good twisted zombie character...from this stage I got the feedback which was "f'ckin hell!!...excellent" ..so I knew at that point I had the likeness locked…