The link to game art is certainly there … mostly because it’s practice/study for game art without the final ‘crunching’ … i mean i painted textures and modelled as if it was for a game , but didn’t bother baking to lowpoly.
I’m not saying that’s unimportant but it takes so much time … while i wanted mostly to focus on practicing design and painting …
But i guess it’s also that i like and i’m better at illustration-like 3d , as in game art (or documentary) rather than photoreal 3d .
I also took direct inspiration from games … at some point i wasn’t very happy with the lighting (which was quite bland and colorless…) but the look of ‘The Witcher 2’ envs. really inspired me.
3dmedieval : i see you found my other works, anyway, links :
Oofnish : Thanks for the input on the characters poses , That’s all very useful.
Definitely the bartender looking at the foreground guy would also help the composition, guiding the eyes of the viewer …
I’ve always done environments , this is my 2nd scene with people ever .
So i was happy with the simple fact of being able to rig a static pose without messing up
Indeed there’s something wrong with the guy in the middle , probably related to the rigging and the weightgroups / skinning not deforming the clothes very well.
Something i noticed with this project is that while is good for env.artists to practice humans (and useful for work , to be more of a generalist ) it’s also a good idea to start from good basemeshes … Not just a makehuman head for topology , but a full rig … and building clothes on top of that .
(i mean i actually started to practice characters and clothes from scratch to learn , but once i got the basics using a good basemesh and rig would have helped , while chars. here are a messy patchwork of experiments done as far as 2 years ago)
Edit 2 : … i also get that good poses aren’t just about a good rig , but more about acting and having an eye for how human move and behave .
Something i haven’t studied much , infact took me quite a few renders just to find a plausible angle for the head of foreground guy (not looking at his feet neither staring too steadily at the sitting guy …)