Hi, I'm currently working on some stuff for my portfolio and since I got a few together I thought I would threw them in here and see what you guys think, get some crits and so on ^^. Here we go: On the left is the low poly, right the high poly:
I think texturing wet mud might not be a big deal, but I think that to make it believable there's a lot of shader work to do to get that wet/dry feeling
okay so I did a quick mock up of the hood in 3d from what you guys are telling me to get a better visual before I go and alter anything around that area. Its the green mesh. I think it's more boxy now. under it in red mesh is the old hood shape, with blocked out green mesh outline above
You have just linked to the sun. Can we get an infraction over here, mods? Honestly, The Sun isn't good for anything but frightening people. 'Oh no, muslims have moved into my apartment, and thanks to The Sun I know they're all terrorists!
It would be good to get some bright specular reflections, and some dark shadows in the roots. A good tonal range would be good, using the full range of the histogram. For example: What is your reference? What are you trying to match in style and look? What's the end goal for the hair? Are you going to make some portfolio…
need to work on the anatomy, and the head uv needs to be allot bigger usually if you gonna get great detail in there. And the foot in the final pic feels very wrong! Keep at it!
The first example is using a NURB surface that is parented, I am just not sure how to get the cape to behave at the extreme positions. To make the arm joint drive the shawl joints, I created a Connection holding group inside the Offset group, and that is where the connection is housed, to keep the actual controller clean.…
I created this tutorial for my students who kept asking how I went about doing this, so here it is in .jpg format. You can get a .pdf version on my website along with other tutorials at http://www.machinemeditation.com Please let me know if you notice any issues or have any questions.
Ah, that's lovely! I tried to get the vegetation shader, to mimic was though, to work inside a visArea to. It just looked like the regular Illum shader. Love the look on your leaves!
renders are fine too! some people here do that for a living. Realize you may not get as much feedback, since there isnt as high of a sample of knowledgeable artists about it here, but nobody is going to kick you out for doing the wrong kind of art. People post music! :)