Loving this but I believe the muddy colors get in the way. Don't make skin just darker brown in the shadows - it moves towards red due to subsurface scattering. Most shadows on skin are slightly glowing red and there is a clear red subsurface band along the shadow terminator. You can research but let me know if you'd like…
I posted this in my ongoing thread, but I think it was swallowed up. So I am curious, and maybe I can get some guidance here. I am working towards character art. I have been focusing on the skull where I can and trying to get it down, recently got Dr.Paul Richer's book and have been trying to understand some of the things…
I've noticed the same change and it really has been bothering me. I've been doing 3D art for over a decade not counting art school and in that time I've watched my talents grow tenfold but my client pool and revenue stream hasn't improved with me, if anything it's gotten worse. I feel like I spent so much time refining my…
Hello everyone!! This week I’ve been finishing the high-poly model. I then moved on to retopologising the organic parts, whilst leaving the hard-surface parts at mid-poly. I also created the UVs, settling on 6 UVs in the end. And I’ve carried out the first bake tests. I hope you like it!
Hi all, I'm building an AR hair try-on feature for a premium iOS grooming app (ARKit). I'm looking for a real-time HAIR specialist to create men's hairstyles as optimized, game-ready models. IMPORTANT: This is real-time character hair — hair cards / groom-to-cards workflow. Not sculpting, not photogrammetry, not…
The issue with Crytek, is that they never gave a sign that they were listening. Hell even simple "Screw you, we don't do it!" would be nicer, than permanent silence or copy-paste PR answers... They hopefully change it. They have one month to show dedication to change. And I'm not telling that they should in one month…
Thank you! @sacboi Really glad the nose design reads that way. :) The aggressive split-prong silhouette was one of the main things that drew me to this direction. I’ll try to keep that as a strong feature while making sure the mechanical parts still feel functional and believable. A brief blockout update: I’m currently…
There seems to be no way to move faces along the face normal in ZBrush (A simple alt + S in blender. This is essential because when I extrude something, how do I change the extrusion depth without scaling/moving along normals. And yes the face move tool has move along normals. But when I have polygroup on, it moves all the…