It's good that you are taking strides to improve your character art, Joi. You clearly have more geometry than you can handle right now. You have divided it far too many times it seems. You need to pay more attention to actual contour lines of the human anatomy. None of the forms are properly flowing into eachother. Ever…
From my understanding there are 3 types of people who break out of the small-medium businesses, in any field. * The 'lucky' guy some people might characterize, who did something right and skyrocketed. Usually is an experienced person in the field who saw an opportunity. An example of that would be Riot games, over dota2…
The idea that ai is doing the same as a person is a stretch. That is because it is using digital copies of existing art. That is like arguing that it is ok for me to take and sell photos of your work, because I combined it with photos of other peoples work to sell. You cannot compress 240 terabyte into 8 gb vram, not even…
First of all you should not have overlapping UVs in your 0-1 UV space when baking, you should offset the overlapping shells by 1 in U or V (This is not moving them to another UDIM either, games rarely use UDIM workflow anyway). Moving the overlapping shells across basically mean they will be ignored when baking. Each pixel…
Cylindrical UV shells are pretty easy to get proper proportions. Just select the top or bottom row of UVs and then click on the Unfold button at the top of the UV Texture Editor. It will consider the pinned (unselected) UVs of the shell when unfolding and snap everything into the appropriate spot in relation to the pinned…
I know you only have week of work on it but some general problem areas that I see now: HANDS: Not the best position for a game character. Rotate them so they're facing down. This makes rigging a lot less of a headache. Also the hands need some general love but into them but Im assuming you just havent addressed them yet.…
@Monster: Well I think it isn't ignorant but just the pragmatic realities, but I guess the piracy part is something you can argue about. But this recent nonsense about game rentals and used copys is really starting to annoy me. Why do you think people rent games or buy used copys? Because they think it's not worth shelling…
More animators yay! Some crits/comments: Shot1: Blue guy has a few timing issues as someone else mentioned, he is a bit slow in the air which is fine for a cartoony character but it looks like you are trying for realism with this shot. When his foot connects there isnt much of an impact as his leg is very extended on the…
@Veer_P An interesting shape, they're typically fiddly to model in polygonal subd that are usually fabricated using an extruded die cast mould' and also CAD designed, hence indeed a challenge so my approach would be as if modeling a car body shell of some sort with a Shrinkwrap Modifier. Because there's a similarity in…
yep, that's pretty sweet - potentially lots of time saved It will fall down a bit on shells with a non-convex outer border and there will be some distortion where there are uv verts inside the shells but it's not introducing any problems associated with doing the same thing manually. if the user is able to select the…