This looks really good. For the general light and composition you are just going to have to practice, practice, practice. I actually enjoyed this video on the subject. https://youtu.be/jsN0LBgrj14 It's from the recent feudal japan environment challenge on artstation. The amount of poly's I would say push it a bit. If this…
I can't comment on the character art, as that is not my specialty but I agree with slosh with the repetitiveness. Definitely need to show off your ability and skill to create characters by showing more, rather than just 1 in different poses. I know that wouldn't help me if I showed the same gun modeled but each "portfolio…
@cromadbomber Thanks for showing me your process with the images. As I was saying to Gazu who replied before you, when I first saw this method, I thought the main purpose was the boolean operation with dynamesh, because there is no need to worry about topology, and you can create really detail objects such as the receiver…
mixamo should give okay results, IIRC you should upload the mesh in T-Pose instead of A-Pose. Outside of Mixamo your options are Max/Maya/Blender/Modo/Houdini etc. Zbrush doesn't do skeletons and skinned meshes AFAIK. you can pull a sample character out of UE or Unity, use the skeleton from those and adjust the joints to…
Ah sorry I think I need to clarify, the model is still WIP, that grey phone is just a diffuse placeholder, it hasn't been unwrapped yet. Same with the paneling on the right hand side, only it's been unwrapped and just has a basic color applied to the texture. The issue is that a spec map and a normal map exist for pretty…
Double check the tip of the blade; compared to the ref yours seems to taper towards a narrower tip by a small margin. On the opposite end, the reference has a much thinner section where before the blade edge stops at that angle. This is partially because the curved edge where the blade begins to taper towards the cutting…
Your situation sounds pretty much exactly like mine. I went to the oral surgeon and he could sense that I wasn't sure if I actually needed them out, so he asked me about it and then told me my mouth was too small for them and of course I needed them out (never heard that before). I put off making an appointment and never…
Hey man. So yea, what Blaisoid said about the wood is true, the highlight needs to be white, so take the color of the wood and invert it for the spec. I think the specular value of the metal could overall be higher. Probably higher than the wood. You might wanna tone done some of the normal mapped details...especially on…
I've actually read that thread multiple times ^^ And thanks. Though i haven't read that wiki post, Which looks pretty informative. I was curious if i could do multiple bakes like he stated and get good results. So maybe I'll try that. I'm also curious about edge thickness. I've heard racer talk about edge width rather than…
I have a problem, but can't decide is it normal map/tangent related or some kind of lightmap issue so I post it here first. The normal map perfectly works in xnormal preview and in UDK static mesh editor (with the dynamic light): When I generate the lightmap (the lightmap UV channel is generated inside the UDK) some of the…