Hey Will. Looks like you're on to something here! I really liked the forms you had going on your first entry - but indeed it looks like you're taking a more mature direction. One thing I liked about your original entry was that there was a boldness of form that the new environment doesn't have. Take that however you want.…
@PyrZern - At the moment I'm just trying to learn how zbrush applies to characters and replicate what Madeleine Scott-Spencer is doing in the tutorial. What I'll likely do after this is make an anotomically correct skull, and then add muscles to that to get a firm understanding of facial anatomy. I'll be posting that in…
...holy crap, it freakin' works! God, I hate the Bridge. Now comes the Herculean labor of trying to convince IT to make this tweak on the system image. What happened at Adobe between PS7 and CS1? Things have been bloated and crapified with each release going back to CS1. And who green-lighted this stupid Bridge idea, was…
Your UVs shouldn't actually matter for this (they should actually be the size of the patch near 0-1 space, all welded together though). Did you append the plane to anything, use GOZ, deform it...? Zbrush's weird coordinate space annoys me and can screw up things like this. I replicated your issue of the seams not lining up…
1) Rebar has ribs, right now it looks like copper tubing. The ribs are there to help the concrete grab onto the bar. 2) It would have helped to have the rebar in there when you did the sculpting, that way you could have built up/down around the base of the bars which would help the bar look less "placed and floaty". 3) The…
Thanks Disanski. Yep the jacket is supposed to be leather. I'm still working out the spec trying to get it to replicate leather well. Motorcycle jackets are typically not quite as shiny as a traditional 'wet-look' leather jacket, and have a much softer specular. Pedals can be resized without problem so I'll look into that.…
Just finished playing through, seemed pretty cool. the environments look fantastic, nice to see some quality linear style environs rather than the mass replicate/quality over quantity of the recent rash of open world games. the texture work is really good, normals dont show up that well though it seems, but the overall…
Thanks @DarthMaul for your feedback :) Initially I tried to replicate the original one, without following the concept too much for this part. As the concept is a bit blurry for this part, I tried to refine my work on the helmet while keeping a good balance between the original one and the redesigned one. Here are some…
A Few Notes: - Make sure you have plenty of References your trying to replicate - Are you going to Create a High Poly & Bake down to a Low? Or are you Going straight to low then Using something Like nDo 2 for your Normal Details? - For the Low Poly any Edge Loops that dont contribute to the Model don't need to be there. -…
I got some more feedback and took as one last push to get the highpoly just right. This time it was sorting out the bottom curved bulk part by the trigger. In the concept it shows it a bit edgy and awkward angling and unfortunately or fortunately for me trying to replicate that will make any one of us think its a…