-Your portfolio is a lot better than many other student portfolios I've seen, so thats a good thing :) -You could stand to add more breakdowns of the characters, like including a wireframe shot and polygon count. That stuff is good to see and even more important in low poly characters like the ones you are making.…
Hi everyone, It has been for a year and half, CyberNeon project has finally been finished! [UE4] CyberNeon4K 60FPS Video: https://www.youtube.com/watch?v=CZ4MOBSx2xw [UE4] CyberNeon 4K Screenshots: https://www.artstation.com/artwork/Z5RkbZ [UE4] CyberNeon 4K 360 Panorama: https://www.artstation.com/artwork/DxNbJE [UE4]…
if it's a hobbyist game project, then 2D will reduce project scope a lot compared to 3D! Otherwise it's about specialization. Doing everything yourself is only feasibly for very small scale projects (indie, experimental, low-end mobile, very stylized). On a very basic level (let's say your goal is to make a 3D game like…
How many hours contact time do you have each week - also how much homework are you allowed to dole out? I'd say from the start, work with props - a kettle or something. Get them to learn basic edge flow, unwrapping and materials (metal, plastic, etc0. Then something more complex - a speaker with a poly mesh mesh. Easy to…
I like how you combined different Megaman features together, pretty neat. I want to echo a little bit of what @Grimwolf pointed out about the skin, even though Megaman is a robot you have a realistic skin treatment which gives a little bit of an "uncanny valley" effect when it's not reading correctly. I have some other…
Thanks, I appreciate that. When I was doing the drawing as well as the inking for this latest one I was looking a lot at the work of Todd McFarlane for inspiration. I just love how crisp, detailed, and extreme his art is. When it comes to character art and drawing I tend to be more inspired by veteran comic book artists…
I'm no character artist but 12000 tris for this shape is definitely too much. Wherever there's a form that doesn't bend you can think about collapsing the edgeloops there (except if it supports a certain silhouette). I think you could get a similar result in form and style with half the amount of tris. For the hand have a…
Your reference is a realistic character. I would start with that before concerning myself with anything else. Your head looks as the beginning of a stylized - cartoon character. Make sure you get the head proportions from an anatomy book and try to apply them on your character. While you don't have to glue yourself to…
Well for some reason the vray camera is making the image a little weird. Not sure why. BUT getting closer to the finished (or workable finished product) Im doing a high poly model to learn some different modeling techniques. I wont texture this because of the poly count and besides, before I even think about texturing I…
@andyvargas Thank you man! I'll try to keep it entertaining both here and on Twitter. ;) Alright, another update with some breakdowns. I need to work on documenting my process better, but I hope this covers at least some of how I approach clean, stylized clothing and parts. Hard-surface I'll block out in Maya/Max, but the…