In this thread, i'll show you how to replace the context sensitive marking menus with marking menus of your own, that you can edit in the marking menu editor. Scroll down for the short story if you don't want to read about the struggle **** Long story **** The age old problem of how to edit the context marking menus that…
A gloss map defines the size of the specular highlight per pixel also called specular power, where as a a typical specular map defines the intensity per pixel meaning it represents the amount of light reflected.
I'd say the crevices in the wood are much too deep. You should try to let the flow of the ClayBuildup strokes define the crevices between them, and use a bit of DamStandard to help define them.
I'd definately try and define the wrist a little bit more. Right now his forearm just kinda noodles into a hand. Makes one wonder how that proves to be very functional, yes?
Definately loving this. This is so awesome lol. I am going to be doing a celtic warrior shrine and this is great inspirations haha. I'm loving the sword as well. Definately going to keep following this thread keep it up!
Ok better and worse, hah. Now that the eyes are more defined I need to define what makes beautiful eyes. I'd love some critiques on this as I'm having trouble figuring out whats not right. Thanks
I thought I'd change it up having it for so many years but having had the critic I'm definately going back to the traditional thumbnail look. This is definately something I needed. Many thanks chaps. :)
Try and re-define the calf muscles at the back of his legs, they look exagerated. If you want to create a really defined calf muscle make sure the rest of the leg compliments this look. Got any close up renders?
In Maya, "Smoothing Groups" are defined by soft edges and hard edges instead. A slightly different way to define where vertex normals should split, but essentially the same thing. In other words, the edge that seam lies on is not a hard edge, is it?
Looks really good~ My only suggestion would be define the brow a little more. Perhaps, a little more planar maybe, or it could be achieved through more defined texture painting yet to come? Anyways, great work :)