fortunately i just found a fix. i was messing around with the Static Lighting Level Scale in the world properties, and it was changed back to 1. when i turn it up to 512 or somewhere around there (had it at 800) the random glowing spots are gone. just found a section on it at the UDN…
Thanks a ton for the feedback Two Listen! I completely agree that it is too flat. I struggle with perspective (Since I'm a 3d guy and that's taken care of) and so I have a tendency to draw things flat. I think for next weeks image I'll try and do something that has some more depth, or focus on perspective. For this weeks…
Hey! So to start I really love the style that you're going with for this and I think it is a good way to show off some anatomical knowledge. That being said, there are a few things that seem off about this last piece that you created. The two big issues I see are the Zygomatic Process and the Nasalabial fold. The Zygomatic…
the progress bar is steadily moving forward. Keep it up! Those eyes look fantastic. I agree the eyebrows look a bit... catepillar-like. Too scratchy. I think for a AAA hero characters they ought to be done with cards for the best look. THat's what I mostly see anyway. Marmoset website has a handful of character breakdowns…
The are two key reasons for using polyRemesh before. 1. The polyRetopo will generate a bit cleaner geo if previous topology has uniform topology all over insted of huge ngons. 2. polyRemesh key feature "Smooth Strength" which will smooth out low poly look on curved surfaces. Important is to balance between using Smooth…
OSX runs windows applications in two ways, either through bootcamp (which is windows running on a partition) which cannot interact with OSX. And through parallels, which runs inside OSX. The added bonus with parallels is that you can just launch windows-applications from the dock and not see windows XP it's self. They just…
Not really but i went back over to g.a... to try to get more enthusiasm to continue but recent posts on Artstation of joker busts all month kind of took my steam away and i'll probably end up waiting till i get steam back or till those posts down out, when ever that is.(Too much? idc.) This was the latest and i haven't…
I love the art style so much. So elegant, so confident! When actively trying to look for something I can critique, it's the grass that I'm mostly gravitating toward. For one, I don't think they're casting shadows at the moment? And for two, I feel like it's a bit too thick, but that's probably just me. Found one more…
It's a little better. I still get the feeling that the rust is too uniform. And yes, spec maps can cause this sort of issue. Look at it this way. Rust doesn't not have spec. It's flat, matte. Bare metal is very shiny. Increase the contrast between the two and you've got a far better spec map. Are you looking at references?…
thanks for the crits! notman: good point on the grill, just looking at the reference pic it does look alot flatter than what i had modeled out, what do you mean by V windshield? i should probably add a segment or two to the seats, anyone who sat on it would get their eyes poked now that i look at it besides the modeling…