I know guys that rotoscope photographs onto their sculpts. You'll see this happen a LOT, particularly on Zbrushcentral. I can usually pick it out, but a lot of those guys DO have lead jobs at prominent studios. It's usually why I prefer seeing hand-painted folios, and texture flats.
It's closer to the pose the character will normally be in, our rigs usually aren't sophisticated enough to deal with extreme deviation from the bind pose so this leads to less artefacting, less of the time It's the same reason that a T-pose isn't usually the best pose to model in for game characters and we mostly go with…
If you want full hands (don't forget that the hand itself can also bend as the metacarpals move, though usually 1 bone in the hands is ok) it looks as though you are going to be riding that limit. Is this a limit for an engine you are working with or just a random guideline? These things are very engine specific, usually.
I agree with this^^ but you could probably fix it just by tightening the cuffs around his forearms (there's an obvious gap atm) and adding a very slight inflation around his elbows. I usually wear my sleeve's rolled up but even just pulled up (like his) that's the usual result.
Guys, you don't know how many times i've seen newbies try to start MMORPG's as their first project, usually following a post-apocolyptic/cyberpunk/dbz/fantasy cliche with no plot. :P THEY USUALLY FAIL AND THE MMORPG ATTEMPT WAS NO MORE THAN A TRY FOR FORUM RECRUITMENT (no i don't mean this)
Actually dont start with the low. Build the hi poly model first, usually using a flow suitable for subdividing up and then z-brushing. You build the low over the high res, usually starting with the unsubdivided mesh. however you often need to reconstruct peices to work better with the final topology.
guys. I've just finished my entry submission for a student competition, its actually the first textured posed optimised character ive actually finished to the full, they usually end up grey or just high res because i usually lack the motivation.. Anyways i would like some critique on anything that you can pick fault on.…
I'm sorry to hear this too and hope these guys find a new good job soon. I'm curious though, what kind of people do they usually lay off after a project is finished? I read something about mostly QA people? I guess it's usually the juniors and the rest of the non-senior people?
Usually when it's straight, it' just messes up the bi-normal directions, and emulating a hard edge in the low poly. That can sometimes be a solution, but usually there's aliasing issues... particularly on consoles. I think in Far Cry 2, the first person guns don't even have Normal Maps. They just used additional geometry.
It usually means something that looks right and plausible from one or two perspectives (usually front and/or side), but just won't work when modeled. Like for example, if I ask the concept artist to draw up a window and a room that the player will walk past and be able to look in, and they send me this: Then they're going…