I just graduated from VCU with two BFA's. One in Painting and Printmaking and the other in Kinetic Imaging. During my time at school I took some 3D classes but only one of professors was really that great. I am trying to focus more on character modeling and 3D animation. I am very familar with other programs like Adobe…
A few things pop out at me. The lighting for the model seems extremely flat. So neither your specular map or your normal map are getting utilized. A simple 2 or 3 point light setup can work wonders for highlighting all the detail you have put into your work. Along those same lines, your normal map either looks like it…
Thanks! Yeah, my current goal is to get more familiar with the basics of the head and get good at blocking out the head. When it comes to anatomy, I’m mostly relying on guesswork and replicating the reference There are a lot of areas I’m unsure about, like the volume of the cheek and the placement of the temporal lines.…
Hayy! I am trying to do a Character in the overwatch style based on the concept shown below by "Yao Ke" https://www.artstation.com/artwork/XgKdPYI have watched the Zbrush Summit panel about the creation of Overwatch characters a bunch of times, where I gathered that they really value getting the essence of the character…
mixamo combines the materials. But you have everything you need now so its just a matter of reorganizing. * You have the model with correct UV's and materials. * You have a rigged version of that model with animations. So you need to transfer the correct materials onto the rigged model. In maya you can just select those…
A much needed update on the Fox Theatre. Thanks for all the comments and thank you Pixel Patron for the comments on the lighting. It really helped out with getting back to the basics on my lighting skills. I went back into Unreal and used some color correction procedures by using a LUT. I also made the White Zombie text…
You made a biped... did you rig it? You need to set up a rig in order to get proper controls and rotations. However if you want to do some animation why not use a free rig like the Morpheus rig? http://www.joshburton.com/projects/morpheus.asp
With retopology, namely low-poly retopo, the aim is just to get a working silhouette from all angles. The spring could be done with an alpha if you wanted. Personally, I'd probably just grab a lower-poly cylinder, and extrude some edges to give the impression of a spring.