Its hush hush because these major companies spend a lot of time and money on developing tools, software and unique workflows that give them an edge on competitors. It's proprietary knowledge that devs couldn't break even if they wanted to without being under NDA. A lot of higher ups I would imagine can't talk about it…
the first thing i would suggest is to download a ripped 3d character and analyzing their textures, how much of what you perceive as shading or depth is actually shading and how much is actually texture (hint: a lot) then there is a bunch of really funky solutions, the rimlight for instance seems to sit on a hand authored…
Well I've decided to move on to texturing just to keep myself excited about the project. As I texture I'll continue to add props where they are needed. Currently this is just a quick mock up of a color scheme I'm thinking about going with. It's rough I know, but it helps me see what I want to accomplish. I'm not the…
Hey everyone, I’ve started working on a new practice prop. Its a chemical/paint waste disposal bin. I found this one and thought it would be a great study piece because it has a lot of subtle form changes, surface damage, and material storytelling. My goal with this project is to: * Keep as much real-world detail as…
On feedback : the OP seems open minded and was actively asking for feedback so I think that's fair. Also, said feedback is available for everybody to look at - the information is not getting lost ! About the recent models and skulls - it is indeed coming together better, but I feel like you are still rushing things, or…
Thanks for the replies, guys :) brandoom: Cheers! I will be certainly pushing for a more overgrown look. I was planning to make it look like an abandoned place (or at least very, very unkempt) so vines, bushes weeds are a must ;) I was planning on sculpting some branches, trunks and stumps in Mudbox next and I will do so…
Greetings! I'm a long time lurker finally trying to get back into 3D pretty seriously again. This character is an attempt to jump in and push my abilities further than before. I'd say I'm still pretty novice but looking to venture down the game creation avenue of 3D. So I plan to make this an optimized game-ready character…
Wow these are really cool! Love the stylization on these, and the mix of 3d and lighting with hand-painted details. I would love to see more thoughtful attention to variable line widths. You have some different widths, but each line is the same width along its length. Here's a nice example of how variable line weights…
-At the bottom of the projection modifier enabled "shaded" first (makes it more clear) -Then the little arrrow next to "Push - amount", slide that up untill the cage encompasses the highpoly. (you never want your cage to be 100% even/flush with the highpoly/lowpoly). (if you have shaded on, it will give a good view of it)…