Hi guys, I'm having major problem with coming up realistic hair tips in alpha channel. Usually what I do is use lasso tool and feather it and let paint white color into the alpha channel, however it doesn't look good at all, the tips of the hair looks really fake and plastic, does anyone have any good tips on how to create…
I've started working on low poly but I don't have any idea what polycount I should target.I want to be a detailed,realistic model,but same time to be game ready.First I was thinking of about 200k tris,but I did the wheels and only them has ~ 170k so I guess I have to aim higher,question is how high?If anyone can give me…
The most of asset are made by me, I use megascan only for having some realy realistic scanned texture, the only asset scanned are the rocks. I know that using megascan is not very well seen but it allows to have a very realistic scanned texture which is really useful. But as I said I use megascan only to have high quality…
You have a lot of talent! The models themselves are realistic and show your abiliites, but I do agree that they need to be showcased better. I think we need to be able to see wireframes, and you could try Keyshot to get that realistic lighting and rendering. I also agree that Wix doesn't do justice for portfolios. If you…
I love everything about this. Nothing else at E3 got close to this IMO. Pushes all the right buttons for me, this really would be my dream project to work on: * Space & planetary exploration * Procedurally generated * Stylized visuals, not 'hyper realistic' for once * Awesome music It's amazing what a small team can…
I recommend Ryan Kingslien's book, I think it covers most of the things you want to know. [ame="https://www.amazon.com/ZBrush-Studio-Projects-Realistic-Characters/dp/047087256X/ref=sr_1_5?ie=UTF8&qid=1393468397&sr=8-5&keywords=character+creation+in+zbrush"]ZBrush Studio Projects: Realistic Game Characters: Ryan Kingslien:…
Bullshit dude, even in "realistic games" 99% of models aren't *that* accurate. Knowing how and when to simplify a model to smooth out your mesh normals is a hugely important skill, the link I posted is only one example on how to do it. I think you'll find that at most studios being "realistically accurate" is far less…
im actually not sure what im going for.. i think i ended up just tending towards a semi-stylized look perhaps because i dont feel confident creating something realistic. im not really sure what answer to give but im aiming to just make it look like my reference picture, not sure whether you would consider that stylized or…
Thanks @jovcem! Actually, that does sound like a fun, fast side project. Characters are a lot of work, and one can become burnt out by working on one thing for so long. Starting to play around with detail and colors. I'm going for somewhat of a more realistic feel; While the color scheme of Haydee works in the anime, I am…
thanks so much for feedback man!. I have only just brought this into zbrush, so its in really early stages, but im leaning alot more to a more realistic (yet still stylised) skull. the reason for this was that the skin and head are both green, yet there is no skin on the head, concept fail >.>. so texturing like you said…