yeah I meant 3D often looks too clean cut and well rendered, where 2D paint work is more expressive in gesture and texture and edges cant be all sorts of shapes but still show the overall impression of the object. yeah I would love to see a stylized game that uses something like this to have characters and locations that…
Originally posted 1-Mar-2016, I guess it didn't take. Special thanks to @BradMyers82 for the help on the Demon Huntress, it really helped me push it. I'm restarting a shaman I attempted in a Monthly Character Challenge http://polycount.com/discussion/152313/the-monthly-character-art-challenge-may-2015 Concept: I'm starting…
Looks like a good start, Tom! However the skeleton needs to be reworked as it currently doesn't look very human. The biggest problem right now would be the eyes on the skull IMO as those aren't even close to how human eyes look, but the ribs (should be bigger and flatter), upper arm and thigh (shouldn't be as thick) need…
OOOOH! i just can't get enough of YOU! i just have to post more! BWHAHAHAHAH! Anyway, about stylization. your grass ground cover texture reminded me of this and this See the lighting itself is very flat but forms are definitely modeled out with shading. If I wanted to make something like this in 3d i would choose your way…
I tried this at my last job where i had full, unfettered access to the engine developer and we basically decided between us that you can't get a genuinely decent semi-photoreal result from simple mathematical blends (as per photoshop layers) We achieved a more stylized look using a simple base colour, an overlay to add…
Mesh and diffuse look good, but why is it so glossy ? Scales are not as glossy by default, making your material definition look odd. Also you need a detail normal, or your normal is not strong enough. The small scales look flat. (also it has some kind of pixelated stylized look, like if you put a filter over it?) Eye is…
I might be misunderstanding, but it sounds to me like you're looking for a shortcut that isn't there. Real faces are different in all sorts of different ways, there isn't a simple formula that converts 'celebrity face 1' to 'celebrity face 2'. The examples you've posted are very stylized and aren't necessarily a good…
wat? I played 2097 way back in the days (demo, I was a kid and all that). Then the PSP version(s) of the game were awesome. Playing them in "fps"-mode and holding on to the psp as if it was your window out onto the racetrack. Totally awesome. Grinded that game to shitz, almost as much as Ridge Racer. The hd versions are…
The layout is a bit confusing. You've got that awesome, borderlands looking character on the "second" group of pictures along with a bunch of finished/unfinished sculpts. I'd put that one in the first group along with your stylized Mark Twain-looking guy and the skater dude. Also, why not include at least that base texture…
:P cheers man. ugh, my first sculpey attempt might've been about 20 times to small, got up to the second level of form refining (did a head) and then gave up... bought some of those stock tools from teh shop as well... they're about 20 sizes to big methinks :\ Hoping i feel a bit better about chunners later on, maybe going…