Thank you all so very much for all the nice comments and feedback! I really appreciate it and I am taking as much of it as I can into consideration when working on it! @Joopson: On certain objects I'm using cubemaps and on others SSR. :) @shinobix: Thanks a bunch! I completely missed that. :D @synergy11: Sure! I'll do a…
Hi. I like your colour choices, and the whole composition is really cool. Mostly, I think it lacks polish. You didn't say how far you were into finishing this (the "text text text" implies it's not done yet, obviously). - I would use vector graphics for everything except the characters: the border, the flowers and…
I personally say if you want to get into games, take a computer science course. I am a completely self taught tech artist in the industry. In the past, I have not even been asked about past education, just what I can contribute to their team/project. That is first and foremost. It really does not matter if you sat in a…
I want to apologize for neglecting this post for awhile. It hasn't changed since I posted in July and we need to change that. We have gone through a lot of iteration over the last 6 months. Our art direction has been reworked 4 different times and we have thrown out ALOT of work to make sure what we are producing is of…
Well Drayzers, I'm definitely no expert and I'm still trying to find what works and what doesn't. I think the key is not making textures too noisy, just use higher contrast in areas to bring out certain details. Colour variation is pretty important and something I don't do enough of - I have a pretty bad grasp of colours…
I would recommend having more edge padding on your shells and spacing them further away from each other. This isn't causing your issue, but it will cause different issues down the road if you keep them so close to each other. You need to use that script in Modo to bake correct normal maps, and if you don't there is know…
HOLY JUMPING KANGROO ON A POGOSTICK, ON A SHARK FULL OF SPIDERS FLOATING ON A WHALE MADE OF SUNDAY FUDGE PICKLES. I...I...I...I...Mental...the...hide...select...bake...works! This fucking worked...are we serious here? This actually fucking worked! I'm sorry for my language, but what the mighty fucking miserable cunt ridden…
I work as a VFX artist here at Netherrealm, so I can certainly offer a lot of help on materials and particles. The biggest thing I see is the repetitiveness of the torch particle system. They all seem to die at the same height. Also the smoke seems very dense. Remember to utilize 'uniform' for your distribution on things…
all UV shell border edges (UV splits) must have hard normals (separate smoothing groups on each adjacent face if in max) or else you will get seams; corollary is all non-UV-border edges must have soft normals "bad" smoothing on the LP (you know it when you see it, big dark triangles etc) means more for the normal map to…
EDIT: References So, here's what we got so far. The following work was done using ZBrush 4R6. First thing was to get a base mesh and start with the face, which was the part that Ive began with in the concept Next went for the soft stuff, the parts of his clothing that arent hard, and that most of will be hidden under his…