That. But also. using an N-gon shape rather than circle will support more angles Conbined with loft/sweep/path deform youll get full control over the shape as well as being able to change it later To avoid angled ends caused by doing the above, extend your path beyond where you want the piece to end and use slice modifiers…
Modularity is your friend. Creates less work. The "look as one" problem stems from your tileable textures. Having elements that create solid lines across while repeating will help continue where your texture space is repeating. http://www.thiagoklafke.com/modularenvironments.html Great tutorial showing you how to mix…
Yea. "La Luna" was great. I did feel the story felt a little short lived. Some of the scenes could've been explored a little more, or some of the sequences might've been extended to make them a little more impressive. But, i enjoyed it non the less. I welcomed the change from the other pixar movies. Thought this one got…
i think the top half of the monster is really looking good (some alpha planes to extend the growth on his back would be cool), his hand's texture looks a little bland and not popping the different areas of the hand (palm side of fingers lighter softer, outside darker and rougher?) the legs, i just dont know about the legs.…
Ahahah, stupid me, I was installing those files under the 32 bits version, and had created a 64bits shortcut on taskbar.... The two extensions work fine (except for the slight slowdown with the circle mentionned previously but its no big deal). I can't thank you enough guys for pointing out those extensions, a dream come…
When the baked/retopo (left) comes out better than the original high poly sculpt (right). Baked in Marmoset. Retopology in Zbrush/Maya Trying to learn a lot on this topic (retopology/baking) since my knowledge is ok on it but would like to extend it, and a large rock like this is the perfect challenge for it! Already…
Occasionally, when I've worked on a piece for an extended period, tweaking here and there trying to "perfect" a pre-determined vision in the minds eye, I'll lose track of the composition in it's entirety. Therein, typically results missing certain irregular details that might be obvious to a fresh perspective which in this…
Character
design and artwork for "Originz The Superpower Card Game" Card art and
designs for "Triplicity" Chapter headings for Interactive
Novel "Relics 2: The Crusader's Tomb" and "Relics 3: Ashes For Gold" Illustrations
for "Baroque Space Opera" RPG Rule Book Main
Illustration for "CHIKARA: Action Arcade Wrestling"…
Well, the first thing that sticks out to me is the number of polygons you put into this mesh if you're going to place it into Zbrush. What exactly is your process? From a figure sculpting standpoint, the front silhouette looks pretty good, but her profile is awkward. Her torso is elongated. I would shorten it, and then…
Thanks :) if anyone wants anymore in depth looks at things let me know, its currently rendered in UDK, nothing is properly textured just normal, AO and a few basic colours. Aiming to have this scene at an alpha stage in next couple of weeks for alpha around the next couple of weeks. Im currently working on the doors, I…