Oh wow, thanks! That´s some motivating feedback! Actually it´s always a little hard to believe such nice words because I continuously tell myself I´m doing everything wrong... especially if theres little feedback. But gaining an objective view towards your own artwork is just something you need to learn I guess... Some…
On the alpha thing, having first hand experience with a game that used a lot of it, just be careful how you use it (unless you're using a proprietary engine in which case IDK how that'll work out for you, we used Unity). I'd image having a model with a low poly cloak that has a texture with two holes cut out using an alpha…
hehe :) I think puke too yes? Thanks! gotcha! 1) the default pose of the arm is weird and I should straighten them out. 2) the folds on the tunic aren't convincing, I should work on emphasizing the gathering areas where the ropes/straps pin it down. 3) his wrists are way too thick, gotta make them thinner. 4) the eyes…
Hi there! For my final year project, I'm recreating a character from the Games Workshop audio book, Raven's Flight. These are the quote I'm working from - Name -Colonel Marcus Valerius Fatigued look Curled brown hair Grimy filth of the day Narrow chin with stubble Thin Moustache takes pride in his facial…
This will be my first contest I participate in on polycount and I'm really excited to work on it. Overall I wanted something crude, but slightly futuristic or had some sci-fi influences on it. My idea for the vehicle is mostly referenced from the brute chopper from Halo 3 and a morning star mace. Fusing those two ideas…
Hey Praetor Looking at your head/Bust pieces above, I feel that by dropping the eyes and brow area down a little on the face the whole facial structure will read alot better. At the moment they seem to be riding a little high. Besides that they are great with the detail and all but you may find the features could appear…
If you really want to use the raw OpenGL render (Render -> "OpenGL Render Image" from the top menu), there's a trick way. Set the character material(s) to use either the Mask or Z Transparency modes, with the alpha set to something really close to zero, but not perfectly zero. This way when it draws on the viewport it…
Finally got time do clean the rig up and get some final renders. Software used: 3dsmax, ZBrush, Marvelous Designer, xNormal, Substance Designer & Painter, UE4 Textures: Body - Diffuse / Normal / Metallic / Roughness / AO Accessories - Diffuse / Normal / Metallic / Roughness / AO Head - Diffuse / Normal / Roughness / AO…
well you have lots of plates - so it automaticly reminded me of: some other stuff I found: some interesting stuff to learn from ancient greek armor http://www.mlahanas.de/Greeks/war/Armor.htm (knowing something like that can help you find a design that has a background and meaning) here the red key color and the armor…
5820 runs at a slower clock than the 4790, which means the 5820 is probably slower (or at best not significantly better) at most day-to-day tasks. On the other hand, for high end rendering the 5820 should be faster, but only if your renderer can efficiently thread all 6 cores. I think Modo's renderer is very well threaded…