Not at all OsirisGod. That model is really quality. I actually made good use of a tutorial by the same artist on hair alphas months ago wich was based on that exact character model, the 'Varga" character.
But, your point is indeed missed. Finding someone better than me? piece of cake. Hell, fart, blink, stretch, and you will do it. That's one of the facts of life, there's always someone better. That goes for anyone, be it a writer, programmer or whatever. I have no doubt that artist has superior skills and more experience than me in real time game models.
But there are a lot of things wich you must understand before making any such comparison :
How much time and effort was spent in that model?
It was made with what kind of engine in mind?
What software was used for making the texture, model and else?
It was rendered in what software?
Where is that artist working right now?
How much does he charge by the hour?
Would he be interested in working on a turn-based rpg? Would he be interested in doing it if he wasn't paid by the hour, money upfront?
By the logic wich you use to point me to that as criticism, you could likewise perhaps post that link on ITS forums or Taleworlds and claim that the artists working on M&B or AOD need a "reality check". Like I said before in this thread, there are many things wich you need to consider before judging my work, or the work on indie games like M&B and AOD for that matter. Here are the facts about my work, wich were already presented before :
* It was made with an isometric camera with limited zoom/rotation in mind. Hence there was no need for extra detail and ears with 500 polygons and ultra-realistic skin pigmentation
.
* I was one man realisticcaly ( or perhaps, not realisticcaly
) making the art for a whole game, wich was a big rpg. I could not afford to spend nearly 20 hours on a model as many professionals working on the industry do. The average time I spent on each character was probably something like 5 hours.
Now, about the "What an untalented asshole he used a base mesh for all his characters" comment ( wich wasn't your really, WT2 did it), that's frankly, ridiculous. How many face/hand meshes do you think M&B uses for instance? 1. 1 for male and 1 for female. Do you think every male/female model wasn't built upon a positioned base mesh as well? wrong.
How many face meshes does oblivion uses for each race/gender? That's right, one. Because they used facegen and that's what facegen does, it twiks a base mesh.
Base body models in one position used to design every character in a game? That's an industry standard on games that require moddable characters, and specially, many characters :wink: . Every male model was built upon a base male body mesh. Same for female characters.I used a base head mesh with basic shape modified for every character. Is there something wrong in being practical? If I had a team of 20 talented artists working for me I could make every character 100% unique on the tecnnical level and made from scratch, but that was not the case.
I could give you a list of games that go that route actually. A very large list.
To claim my characters are alike though, is really unfair in my opinion. But each to his own mind.
Now with all that in mind, if you still think I'm way over my head if I think my work is worth a damn, then I guess I'm left without argument and I will gladly accept your opinion.