Hi anglorum! I like how the concept came out. At the moment though, I feel like were not looking at the same orc head in 3d. The concept orc head looks menacing, the 3d version almost looks like he was a nice guy. lol. You've got some great colors in the concept. Try workin in those purples under the eyes, make his mouth…
Not until someone finds a reliable way to block forced updates (which MS doesn't try to circumvent). I like everything they're doing with the OS, but I don't want to risk MS pushing an update onto my machine that breaks everything I'm doing. I usually like to update once every 3-4 weeks, once I'm certain that there'll be…
You can also set up one of your wacom keys to switch between monitors, it has a bug (feature?) that forces you to press once to switch to 1 monitor and press twice to switch to the other monitor. So sometimes it's a bit confusing exactly how many times you'll have to press the button, causing you to switch monitors three…
I think I found the culprit, and man that was one hell of a rabbit hole! when switching the "step snap" from off to relative/absolute, maya switches from arc rotation (revolving around the object) to linear rotation (going in a straight line along the perpendicular to the tangent of the point from which the axis was…
@Brian "Panda" Choi So I played around with some asymmetrical designs and broke one of the horns off. The other part of the horn is in the forefront. I'm gonna test some different areas to place the horn to see what looks best. I also added some sort of drapery from the other horn that will have an Orc symbol. This vastly…
I think it is the way the brush resamples itself. For planar objects you could go to the Picker palette and switch it over to Once Ori. Another setting which I find works well for both planar and round shapes is to leave the picker at Cont Ori/Z, and under Brush>>Samples turn on buildup and contssamples (buildup seems to…
Hi! Cool stuff, fun ideas there! :) So, the first animation, the guy with the chain. A few things: * It's really important to get the arcs nice and smooth, especially with the visible trail. It just looks dirty and unpolished, and many studios won't accept animations with even cleaner arcs (but still with small defects)…
IMO making scanned textures tiled is better to do manually in Zbrush or photoshop . Same for roughness. Based on Adobe Sampler its a waste of efforts. More lacking tools is de-lighting , especially extracting albedo from sun shadowed images . I yet have to see something working as good as those special flash lights that…
Here are the UVs so far. The screenshot was taken with 4K textures. I’ll test the performance in Unreal once all the assets are done and lower the resolution if the framerate drops too much. What bothers me is that when I pack the second shutter into the same UV layout, it starts to lose sharpness. So I’ll probably go with…
Thanks a lot, I really appreciate the feedback. This model is currently a high-poly / concept pass, so it hasn’t been optimized for real-time yet. I agree the triangle count is high and the density is uneven, especially around the wheels and pipes. I’ll be doing a game-ready optimization pass next and will post wireframe…