While I understand the use of Dynotopo given the tools, my concern for your piece right now is less tools more artistic foundations that will set you up for success. Your face, and your body I'm assuming, still lack the strong, planar, large forms that you can see here and here. One needs to literally sculpt the face and…
1.This might depend on the printer, but between the three I've worked with it was always ok to have things disconnected and pushed into each other. Just make sure that those parts are actually intersecting each other and not just snapped to the surface, otherwise they might not be connected in the print. 2/3. The material…
The textures look quite....Last gen. Several of them are quite blurry, too. How are the texel densities? It feels like they might be off, but it could just be an effect of the textures. Also, it's very flat. Not just because of lighting choices, but because everything seems matte. There's not a lot of reflection or…
I thought it would be helpful to new users in particular to share how I've customized my Modo for direct modeling and UVing Unreal Engine 4 game assets: Preferences Defaults > Animation Frames per Second = NTSC (30.0) Defaults > Application Group Selection Cmds = Uncheck Item Index Style = Item_2 Defaults > Auto Save Time…
Hey Teatravis!! Thank you so much for the kind words, it's super encouraging! 😊 I don't plan on adding clothing so far, as it never came to mind when doing the concept or the sculpt. As for jewellery, I plan on adding quite a bit of metal already. If some areas end up too plain I might revisit the idea, thank you so much…
Hi, I teach game art and recently started making tutorials for my blog at Escape Studios. I would like to hear any tips or feedback on my tutorial so far, and tips and tricks for making and releasing a video tutorial. I am new to making video tutorials for a larger audience, and my first attempts are going through many…
I think Wester nailed it on several things there.... especially what he's said about the bricks, and his tips for using vert blending. My own personal crits for this would be the following: the red paint on the curb is almost magenta looking... most red-curb-paint is faded, cracked and caked with layers, and some of the…
Off to a decent start with a little work I think you could pull off something great. Crits: He's wirey and his proportions are less then heroic/warrior. At first glance I would say he's a new recruit, a runner (wearing soldier gear) or one of the first to die. If you model heroic features into a character it has a better…
Super interesting character. I think the skin looks a bit flat though, I think you need more variation in your base colour, adding some more blues and purples would help. I would take a closer look at some reference images and try to pick out specific colours. In this one you can see how light the skin is over his nose and…
I love Ben Mathis's site, every time I have a question I will check there first. [ QUOTE ] 1) Everything does NOT need to be one continuous mesh. [/ QUOTE ] I guess it has kinda stuck in my head to extrude everything rather than to combine. From now on that will probably change. [ QUOTE ] 2) Too many polys where it doesn't…