Hey man! Saw your frustration on WAYWO and hopefully I can weigh with some advice. I've been spamming likeness portraits for just over a year now and while I'm a long way from being a master I think I've picked up a lot along the way :D In my experience the path to getting a good likeness has two pretty basic steps- 1:…
While I am more of a lurker then anything I would love to work on something like this. Even on the more administrative side of things such as putting it all together and doing the coding needed. I design software (not games though) for a living so I definitely come from the more technical end of things. I have played with…
Definately. I'd like to add to this that in case "or just counting days by" holds true for you Tony (which I would define as putting in work but not passionately and with vigor), then ask yourself if this might be the case because you aren't having fun with it. If so, it might be helpful to experiment and keep it light and…
The main thing here is that you're not created highres assets to render out your normals, you just have pretty lame bumpmaps for everything. The form/normals isnt nearly strong enough to sell the work with only color work in the diffuse. If you're going to use normals/diffuse/spec you have to realize that the normals…
Really sorry for the bump but is there anyway to fix this? I did some searches on the forum and I think it's because I imported the model as a FBX file... which is total crap and it messed up my groups or something in that nature. Is there anyway to fix this? I tried it all.. I'm [ ] <- that close to breaking my mouse and…
Hey guys! First post on polycount! I Wanted to share this piece, I hope you like it! Introduction I love games like Dead Island or Requisition VR. For this portfolio piece I wanted to get inspired by the crafty, impossible yet believable weapon designs of these games. What better than C4 attached to something like a…
Been a long while since I wandered in here, but I think the guys in #m_d are getting sick of me posting my wips in there, so maybe I can get some more feedback here. I've drifted away from game art for the last half decade or so, and never really "put my back into it" and only ever completed a couple models back in the Q3…
Drop world aligned texture node. Its expensive and really not needed. You use that on cliffs or areas that need to retain their world alignment for specific reasons. What I would do is set it up so you can paint it. You have the basic going, but it doesn't seem like something you can just apply without changing the texture…
For the lips (you're missing some forms, under the lip especially): Your nose here is also strange look out of all the major hills and valleys on whatever refs you're using, this looks a bit blobby. Source: https://www.anatomy4sculptors.com/anatomy.php You're also missing proper eyelids and the folds and overhangs in that…
Damn them some big titties. Lush improvement on the neck! Okay, so, first of all, your sternocleidomastoid is connecting to the clavical, not the sternum. They need to finish inbetween the clavicals (see above ref.) The bit that needs tlc right now is the eyes. Take this with a pinch of salt because i am TERRIBLE at paint…