Looks really cool as is!!! If you want to get even closer to concept then add a few more cables near the window and add some building behind the two to show more depth because at first glance I thought it was one building. Also, maybe add another building to the right of the window,something to show the depth more. but to…
That's what I thought initially, even playing through the first short 'mission', but thankfully playing through Sean's memories leading up to the beginning of the game managed to break it up a little. The rest of the game remains to be seen, but I'm hoping that the mission variety will compensate for another WWII scenario.…
Cool tutorial SEBVHE, although i think the process is not complete until a painting application gets a plugin that allows you to use the clone tool on multiple maps at the same time. My main criteria/question is.. Is there any reason you don't use the other > high pass filter for fixing contrast and tiling issues? It tends…
perfect example of going for a "hook": Initial Team Fortress 2 screenshots at the start of the project, then after the reboot. http://pc.ign.com/articles/718/718838p1.html Journey is also another game all about the visual appeal and "hook" that draws the player into the world. I don't mind the use of the term, as long as…
I was using the break command initially but then I read this: http://www.scriptspot.com/3ds-max/tutorials/maxscript-coding-standards 4.3 explains that using a break is "wrong". Also, it's kinda bugging me that I don't know how to get this working. It seems like it should be pretty simple. If this was C# I'd just put a…
Hi Sunray, The reason you are getting the issue is because you are reloading/reprocessing the normal map via The Integrator. This is only a potential problem if you reload the exported normal map via the the Norm/Deriv button, which you should really need to do if you are using out Baker. The exported "baked" normal map…
Good progress! Since you are working on the greaves, I feel there is still a lot of thinning to do to match it to Mercy's. The current shape is quite bulky and I initially thought it was Reaper's (until I read your component breakdown). Have a look at the Overwatch model ref sheets if you haven't already. Once the legs are…
Thanks for the comments! frell - Thanks, I rarely use them initially, they might pop in when I do some level tweaking in the end. I added the painting progression to the skyrim poster and you can see that for the entirety of the painting I never used white or black it's not until the final step that the colors get more…
Finally got around sculpting some details and it's ready to bake UVs. This is my first time trying Substance Painter for baking maps and hopefully it'll be a smooth process. Also, I initially wanted to tackle the hair as a single mesh with baked details, but wanted to try this amazing tutorial for making amazing looking…
If Modo has internal sculpting, you surely could profit from the normal modeling stuff IE accurate measurements Aside C4D also has internal sculpting on mudbox level, but thats the same usage case as modo I would assume, so I would go with one of those tools that were initially made for traditional accurate modeling (Modo…