It's been a while :smile: Looking at the previous images... well, she didn't look like Audrey at all. I've been learning the technical part such as topology and rigging, and studying Disney style. I made like a hundred of iterations trying to find the right balance between the likeness of the real person and the more…
I wish i had the freedom to add stuff like that. But unfortunately the custom shader system is lacking (my fault, i never got to finish it before leaving Marmoset) on the UI side of things. This is a possible current iteration: The downside here, is that things have to be activated sequentially. So if you have Normals…
I might consider fleshing out your blockout more, getting some interior camera angles set up with the FOV you are looking for, and defining the elements on the image you like in block geo. Focusing on scale and interesting layout, and considering the story you want to tell within it. Then maybe you can shift gears and go…
Hey guys, a few more updates. I changed the ceiling panels yet again. I'm much happier with them this time around. The glass, which has dirt and a slight "diamond" detail cut into it shows off the lights a lot better than previous iterations. I put in some new dirty glass on the doors as well. I also dropped in an exit…
the sculpt looks really awesome! Especially like the interrogation of the bio mechanical arm. I am also working on a character with something like that. Really nice iteration here. Is this with marmoset 3? I feel you can make the skin look better though. It looks papery and reminds me of crushed material rather than skin.…
HAHAHAHHAA. I laughed so hard after reading that because of that face at the end. hehehe. I will next time. I'll be all "You see you open this program autodesk three dee studio max, and start manipulating polygons and vertices to achieve your desired shape and design relative to balbalb. Add some more polygons to define…
Hey Nemecys! thanks man :) it usually depends a full character usually takes me 3 weeks including concepting but it will depend on how complex a character is. for speed sculpts it really depends since i iterate a lot on designs which is something i tend to focus, for the 2 guys up top i think the helmet took me around 1 to…
I hope you give it a try Pear it really is good and very small so you can always get rid if its not for you :) Wow ShareX looks really good, And Imgur is my alternate source, just Puush allows me to skip the photoshop step and allows for quick cropping and no alternate web tabs, Its not useful for everyone but is great for…
i'm kinda a noob to UDK so i was wondering if there is anything you do to your textures while importing so UDK doesn't compress the living hell out of them? i know the defer compression but thats only for iterating on your textures, once the package is saved bam compressed. I haven't tried any textures of 1K but they seem…
I can't think of what can be done with smoothing groups that is impossible with hard edges. ALSO There is workaround in 3ds max to control hard edges: In editable poly turn Use NURMS subdivision on. Set iterations to 0 so it won't actually subdivide geometry. Now crease spinner controls hard edges: 1 means hard, 0 means…