I really like this scene, simple scenes of real-life stuff are a really nice break from huge sci-fi hallways and castles and stone walls. etc I feel like it's a little 3D feeling still, you might want to push the material definition a bit more to make things feel more distinct and a tad more realistic. But 'm really liking…
So glad to see this thread is still going strong! I'm working on the 11 second club challenge this month, but I might be able to squeeze in some speed animation time :D StephenVyas after Makkon mentioned your secondary action in your "learning eye candy" animation. I was looking at the way his cloth moves forward, would…
Since last I updated, it's just been real boring stuff like UVs and testing it out with a rig in UDK. But I did start doing hair: Mostly I'm just placing it right now, because I think I could definitely add more highlighting and push the hair to make it look more vibrant. In other news, started doodling out a comic I've…
I actually thought the ref was a photograph. I think you need to somehow get that dramatic look with the saturated colour. I would also maybe try and find a way to come up with a nice composition in the scene. Some sort of focal point, maybe a couple of props that make it look like a homeless person lives there. A trolley…
PS1 pushed around a couple of K's at most, pushing near the double digits in PS2 was true resource management muscle. The in PS3 era, we get at most 30-40K for a character, this the MC in the grill type of setting. So by the time the PS4 rolls out, we should be around the 70-80K limit for character. Please not I'm talking…
Already it's looking much better! The cloth could use some better defining around the neck area and around the waist. So what I meant by pushing up the breasts: Breasts naturally look like what you have going on they hang a little bit lower and are , but when women wear bras, armor or anything that offers support they are…
Fantastic progress man, she looks great from the front, 3/4 view is showing a few minor issues that the guys have highlighted. Looks like some study of the forms around the mouth could help you a bit. At the moment the corners look pushed in too much. You should try out Neox's advice on the philtrum aswell to see what it…
Well then just ask yourself why ... You don't have to use the standard brush at high settings all the time. Maybe grab a piece of real clay and play with it. You'll soon realize that most of the time you are not adding clay, but naturally, you are mostly pushing and pulling things. So do just that in Z : push and pull…
I ran into this little problem today: This is because the height-map of the grass material (that I use to displace the landscape geometry) was much darker than the other materials, meaning that it's retracting the geometry / not pushing it out as much. To fix this, I added a 'Histogram Range' node at the end of my…
Orianna Redesign I'm doing a straight redesign of Orianna. My focus will be to really ramp up the elegance of her being a dancer. I wanted to keep certain aspects of her silhouette (mainly the Key and ballerina dress) while pushing the forms to make her seem more like a ballerina and less... well .. clunky. In addition,…