her face texture sucks. improve that. and her neck looks too long or too narrow. I believe her sternocleidomastoides should be less defined, unless there under so much stress holding up those unreasonably massive funbags.
It's more than ok in my opinion. If an applicant demonstrates a capacity to work within a set of external restrictions - be that art style or whatever - it means they're more likely to be useful in a production environment where they have to work within a set of externally defined restrictions
MARI has a feature called 'Linked Patches. Basically you can say that one patch is the source patch/udim and define target patches/udims. Whatever you do in the source/target patch will automatically show up in the other patches/udims.
Arnold's RTT works like any other Baker, you just need to provide it with a target mesh As long as the map defines a direction vector you'll be able to use it for anisotropic highlights in some way. The nature of the map will be determined by the shader you're using.
Thanks for the good comments. I'm going to rework the texture a little bit right now to make the dirt more realistic (more at the bottom, scratches following the flow,...). I'm definately going to try out the blue in the spec map. I'll keep it updated ^^
A line or ellipse drawn freehand, is a line or ellipse drawn with character. Character is what defines the voice of an artist, otherwise known as style. as AA3D has already said...Just Draw. (..but draw alot...that is what makes you better. Be prepared to spend years on it.)
When I go to download Studio for Mac there is only a PC version available. Also, when using bridge I have defined my download and repository paths and each download comes up with a "corrupt ZIP, please download again" message.
What you need to do is: Raycast to hook point. Using that transform/vector3 as your center Use that radius to do an arch from point A to B on the circle you created to define the arch. start your motion along the arch from A to B.
Where to put it is definately something I've been wondering about. I'm not sure how well it would work in the house with the smell of melted/burnt plastic but I'm not sure how it would work keeping it in the garage either since it's a bit of a dustier environment.
The scale of the detail on the skulls doesn't make the rest of the design and shield. They need to be chunkier and more defined. I also feel with the polycount of the rest of the model, you should be able to model out the skulls in the low poly instead of them being flat details.