just watched one of the videos... and it makes sense. as I've noticed in art. realistic doesn't work well with art, you gotta make it unrealistic to make it look realistic and believable. So yeah, I'll be putting the project on hold momentarily and working on getting the workflow down on some other objects and then i'll…
This can be a silly question but I need to say it: can I aproach any art style or realistic level for my champion fan art? or the final piece has to match the current artstyle of the in game characters? I mean, can I make a realistic version of a champion as my fanart entry? thanks for your support! cheers!
It looks awesome so far! I love the atmosphere, and the reflections on the floor. Are you looking for a realistic or a more stylized result? If you are going for a realistic goal, I'd reduce a bit the black contours of the scene, it looks a bit cartoonish. On the ceiling, we can kinda see the texture seems on the edges.…
i have tried something with another kind of bark and made there a normap map from. but i still used the same diff map before. http://gyazo.com/b06885b36fc8ed1e5ca7e2704306f64d this is what i got so far. Does this look realistic or do i need to make the diffuse or normal map more realistic?
the black lines are there because i am just using auto-wrap to preview the ambient occlusion. and sure. will check more boots. oh. and how realistic. i dont particularly know. i mean all the proportions should be realistic. but there will have to be some slight exagerations in the fix up stage after sculpting.
Thanks muchly for the info, Pior! I'll look into that as well. I wasn't going for perfectly realistic, because the facial proportions of the model are also kinda stylized. So I went with a cartoon-realism mix for this. I do intend to do more realistically proportioned stuff as well... My portfolio really needs it.
Study color theory. I love this book by James Gurney [ame=http://www.amazon.com/Color-Light-Guide-Realist-Painter/dp/0740797719]Color and Light: A Guide for the Realist Painter[/ame] Nobody is blasting you, they are giving you critiques. Learning how to take critiques and not take them personally is an important skill.
There is no way to turn off texture filtering with Nitrous. Sorry. There are a couple of ways to see the full resolution of your textures. Change the viewport shading to Realistic. In the viewport dropdown choose Materials > Realistic Materials with Maps. Or you can try this script.…
Great works ,ben. :) How to make the model look like realistic . What is the key to making a realistic model, Ploygon, texture,Light? this is my 3d works ,I hope you can make more comments.I want to know the gap between I and masters. thank you . https://www.artstation.com/artwork/LVorP
Hi, i suggest you can turn off the realistic viewport shading in your preference, using the direct 3d as rendering for your viewport the realistic viewport shading you using now is quite hard to let you to noticed the topology going well when you building your model hope this will help