Hello, here is a small glimpse at one of my projects for my MA at Herts University, I'm making a concept for a playable character inspired by the Grave's Supercomplication pocketwatch. My ArtStation: https://ghostlycc.artstation.com/ My personal thread:…
Hey everyone, this challenge has wrapped! To those of you who are still working please keep going! It's always really warming to see people make it to the finish line regardless of how long it takes and we want to see those completed pieces. The new challenge for the months of May and June is officially underway!…
This is great! I would love to see those bright white headlights casting more light onto the barrel. If they're that large and bright, they should be lighting it up more? An example https://www.thisiscolossal.com/wp-content/uploads/2017/10/vend-7.jpg It might also help to reduce the exposure on the white areas so we can…
Both that Dual Destinies and the Chronicles games seem to be using morph targets AKA blendshapes for the facial animations. I think those different bottom-half-of-head blendshapes are just the smallest most convenient (artist-friendly) way of having that data in the limited 3DS cartridge storage space. You don't need to…
Took me a while to get the bakes how I liked. Low poly currently 23k tris half from the blade, in hindsight I should have aimed lower but while decimating in ZBrush I was starting losing too much of the silhouette. Im doing the bakes in two phases because substance was baking separate objects onto each other and was going…
Posting this in case anyone wondering how to fix this Edit Pipe error. It happens because an error in the code... This code snippet: the last two lines was intended to get a connection from subCurve node, which is the "ADN_Base_CPath02_Shape", for the $QPipePath variable (that's why you could edit it manually like @Chase &…
Christmass 2350 would be a lot better if you went for more stylized style. In general it feels like you are somewhere in between and stylized. That is okay, but you definitely haven't mastered your unique way of doing things. Here are a couple of pointers. Pay more attention to your forms. The pirate cabin has weird angles…
I think generally the best way to go would be to delete the geometry covered by any clothes or armor - if no one's gonna see those polygons, there's no need for them to be there. If you separate the clothing from the character, it also opens the possibility of customizing and chaning clothing items. As far as rigging…