I remember seeing a high end web designer's work process. It was in an article several years ago. What they (his studio) did was sit down with the clients at start and throughly flesh out what exactly it was that they wanted by using images and language that was easy for the non artist to understand. It was akin to saying…
Hello! I've been working on this small Unity scene on-and-off for awhile and now I feel like I am getting stuck with it. There is something off about it but I can't quite figure out what, so I'd love to have any feedback or critique how to push the scene further. Thanks!
Lady Death Fanart Collectible: Part 7 Cuts and keys Hello guys, this is the final entry of this process, it’s a long post but maybe you can find some useful information. Cuts and keys Before explaining my process to create the separated pieces I must say that it’s mandatory to understand how scale works in Zbrush. For this…
Don't be afraid to add some color to the lights, when you show off the textures they can see the albedo anyway. You can also drop less important areas into shadow (but never completely black). Your radio has few parts that have worn off the coating to reveal metal, so you should try to place some extra lights, even point…
Since there's clear ref it's good to go through one by one and see where and when and how close you matched the ref. First thing to do is make sure the ref and your animation frame rates match, I think this may have something to do with how far off your timing is. I converted the ref from 25 to 30FPS, and the frame #s are…
1: The multicut tool is there to be used. If it gets the result you want and you can't think of a better, quicker or easier way then it's working as intended for you at that moment. Cutting faces up and inserting loops accounts for decent amount of bespoke modelling operations depending on the object. You might be faffing…
Nuclear Angel: Thanks man, my pleasure! Joshuag: Yea, that was my first concern with this workflow, but actually Modo bakes normals perfectly when using this shader so as long as you bake normals in Modo (obviously if you use something like xnormal that doesn't support the shader it wont work) it will work perfectly for…
Yes you should always extrapolate, if you make a pathtraced offline rendering model you can be lazier but in realtime and in general if you want it to look good you need to add more artistic touch and think how the surfaces would be worn off based on physical logic and define those out more. On a screen and in varied…