That horizontal line that goes from the side of the nose, where the 2 lines come down and merge into one near the cheak bone. Pull that vert out some. In the 45 degree angle shot he kind of looks like he dosn't have any cheek bones. Other than that it looks great. Get to texturing! EQ is probobly right about the hair. it…
Here's the current WIP for my entry - feedback is much appreciated.hope u all like my skin design steam workshop link :http://steamcommunity.com/sharedfiles/filedetails/?id=657382362 in game-
Anyone know what happened to the cool web site "CGBrainchild.com"? went to look it up today and its goneski o.O/ here is an image from ages ago with header etc from the site
We've been overwhelmed with exceptional talent and appreciate all submissions. We're closing this opportunity now until a later date. Thanks to all who applied.
there you go - i didn't know about nuke studios' existence at all. long time since i had an interesting in compositing. if there's only a trial for the autodesk products then that's a least progress ;) but most likely means they're still costing $$$$($). anyway, unfortunately none of these apps are simple nor newbie…
Looked this over with Chris above. My comments on the 3D character's anatomy: - TRAPS. The traps from the side are too thick and jut too far out to the back. - BUTT. This was clearly done very quickly without much regard for how the muscles back there work together and fit. - FRONT OF KNEE: the muscle attachment at the…
Thanks Kees! The area light is made using a spot light because its the only light that has a rotate-able light view prj. So I can create an area by offsetting its position left and right, up and down with a transposed light view prj. None of the other lights rotate the projection on the z axis. As I control the bias inside…
Hey polys, I am working on a sand dune material and I'd like to get some feedback. I had struggle to get the wind erosion looking right. Please tell me what you think and if possible give me some ideas that I can work wtth :)