Now that I'm thinking about it, I should've added more subtle details like wrinkles and bone distinction and then cavity masked/poly painted these details into the diffuse, I will definitely do this and post an updated picture of the game res.
Over the past the eight weeks, I had the awesome opportunity to attend Brushforge’s mentorship program. Each session was a huge knowledge drop as well as inspiring. Big thanks to the super talented Dusty Nolting for leading the course! model
I would love some crit on the current forms of the sculpt, I want to start moving to pore details, but I'm unsure if the current forms sit well, Any and all advice is appreciate. Teeth are a place holder Thx
@gnoop, it just occurred to me that you've been using them for years in designer, it just doesn't mention it Using max() blend mode to combine heightmaps is exactly the same as using min() on a pair of SDFs that represent the same surfaces. (Invert and rerange to -1:1 to get the SDF) It's mathematically more convenient to…
These are the finished screen shots of a project I have been working on, I did some minor tweaks to the spec and added a lens flare to the eyes. I also did a little basic modeling to the side of his head. http://imgur.com/a/LUfUc#0
Was looking through a bunch of concepts and was really liking the stuff from the dishonored dlcs. Wanted to do a character to fit that theme and work on texturing. I'd like to get her lowpoly'd and into Marmoset. Here's the high. And some polypaint to help flesh her out a bit.
Working on getting better and faster at character art and stylized likeness sculpts in my spare time. I'm going to post stuff as I go. Some evenings will be better than others. Criticism welcome. This first few are what I've had time to do over the last couple weeks. This one was for the Cubebrush contest. I got all hyped…