Hair could use the anisotropy shading that is on a lot of the OVerwatch models, then. My Red Star Tracer thread has an example on how to do that quickly with a hand painted anisotropy map. It should help it make it look MORE like hair.
Well I took a low poly into mudbox and subdivided it into a highpoly mesh and than using the export maps created a normal that I sent into maya. When I render it gets the seams. They seam to be inverted on spots. Here is the latest example
well yes, as is also the vegetation grass, but other vegetation types are for example painted , it really depends what comes out best , the palm trees in crysis 1 where most probably handpainted while ther trunk was photosourced and reworked .
Looking pretty good man :) First thing that I noticed is you have some unnecessary polys on the barrel and the cylinder. the cuts on the barrel for example can be eliminated up to the point where they meet the front sight and the ejector rod housing.
Model the limbs, so they are bent halfway in the middle between their extremes, for example model the elbow with a 30 degree angle . Dont use the T-Pose, it has the shoulders in an unnatural position, and straight arms... Better look for the so called A-Pose.
Considering the entire story of injustice went through many rewrites by the DC writers and DC also published the Injustice storyline as comics. Yeah, it could be taken as an example. Additionally, while the story isn't cannon it is a part of the DC multi-verse.
You can embed Youtube here. Just go to the Youtube site, copy the URL, and paste it here. For example: Here's the URL: https://www.youtube.com/watch?v=rGdbi8ywsRc And here it is pasted into a post: https://www.youtube.com/watch?v=rGdbi8ywsRc
@ShyralonI I have worked on a couple of the skylanders games, and Spyro's design has changed from game to game, especially compared to the older ones, so it might match pretty well with the one he is working from. Here is an example:
Just a quick recommendation for the hair, right now I can sort of see the cards in the textured version so I might try transferring the vertex normals from a spheroid shape. There's an example in Tom Parker's tutorial @ step 14.
I just try to understand market rules. For example there is aquaman to do stuff like that need to spend a lot of time, and it's fine to pay % from income to DC but I just dont know how it work and I try to understand it