Spend some time to search exact same HDRI like Eric say, and found a default one. It was made by Nikolaus Hoppenthaller. I hope it will help to make more calibration presets!
If you have access to Zbrush you could populate the entire surface with nanomesh. As Eric suggested, exploring other options would make more sense. Object paint isn't ideal for this.
Thanks Eric! I'm using less symmetry and smoothing on these and going for a more traditional workflow. That is, using mostly clay brushes. It's quite refreshing actually and helps with keeping an eye on the flow of the muscles.
Yep, Eric is correct here. If you're looking for a yes/no answer, you're not going to find it. The point of this thread is that when you understand the concepts explained, you'll be able to answer the question yourself.
adam > Sorry about that. Eric Ramberg > Thanks :) Thanks for responses! Could you please all respond in the actual google form (in case you didn't): http://goo.gl/forms/49PuVRYQD5
Yeah I'm using Shader Forge too. Here's a shot of the shader. http://polycount.com/discussion/160691/sketchbook-eric-chadwick I don't know if this is the technique they're using though.
Thank you so much for your answer, Eric! I've looked through your impressive portfolio and it gives great insight on what should level designer / lighter have to show.
Exactly Eric, if you had a hard edge with non-averaged vertex normals then this would make perfect sense, but the fact that that doesn't appear to be the case is what's confusing me so much.
As Eric mentioned, we use Maya for export and some of our artists are modeling in Maya as well. I personally prefer Max and we also have a guy who works in modo.