I would definitely take a look at how other artists handles translating an anime style into 3D. There is a lot of difficult problem solving especially with the face and I find the best way to learn that is to replicate what other artist have already figured out. Here are some examples, I hope this helps!…
I agree with @BradMyers82 (Hi Brad!) - the actual quality of the sculpt is really nice and smooth, but there are some proportional things that don't match your photo ref. I'm assuming you're trying to replicate the photo ref as much as possible since you posted it here, so I've done a paintover to show things that I…
Hey guys! Could you both please replicate this issue and go to the Help menu, click Reveal Log File and email me the hexels-log.txt as well as your .hxl file? My email is mira[at]marmoset[dot]co. This will help us greatly in tracking down the problem on our end and resolve it. Thanks! Currently, there's no way to check…
Cheers Arsh that was pretty helpful. I've had to switch over to Maya this past week too. I went through the same process of writing down the tools/commands I use and trying to replicate them in Maya. One problem I found was different names for the same process between apps. So I'd do a Maya help search for a function I use…
My previous skin sucked imo so i'm starting over using his sprite as a side reference effectively "replicating" his sprite look lol (as you can see on his wing there, the rmb color picker is useful). It's rough for now , he won't be this smudgey for long (and a 512x512, but i'll give him 1024 detail and smudgin' love again…
Hey Polycount! been working on this character for a while and I'm happy to finally show it, shes inspired by the amazing work of Siwoo, the main point of this character was to replicate the feeling in the original concept, I made a few changes like dirt on the face and altered lighting but overall the mood should remain.…
I'm making some alphatest hair at the moment, which will be rendered as fullbright in the game engine to stop any alpha sorting issues. The trouble is trying to replicate this in Maya, due to the way incandescense works in high quality rendering. For starters, you have to use an RGB map rather than just an alpha channel as…
Final Result Hey friends, I'm working on a weapon and on the process of texturing the blade. After creating the Diffuse, AO, Normals, and Spec it still looks very amateur. I want to level up my texturing work. I'm wanting to replicate the look and feel of the Sai with a leather grip. And I'm looking for help on how to…
Still have to do ground textures, a ton of shader work, and finalize lighting and composition. Getting the material definition in Unreal as clear as in the 3Do previewer has been a struggle. I have a thread in Technical Talk where I got the worst of it sorted out, but it's still not quite there: At least part of it is…
Just a quick question, here s a link of a 3D product with interactivity made for the web: http://3d.cl3ver.com/QucOR?tryitlocation=2 Do you think replicating the same thing with UE4 (with all the interactivity) is doable without having a package too heavy for the web... Maybe 50MB at the most? I think Unity is a better way…