The anatomy seems ok to me, and its fitting with a boxer type build (muscular and well toned without exagerated muscle bulk popping out everywhere). I think the front view of the face could use more work. The side view looks good, but the lower half of the front view looks off.
So I have been following the intro tutorials to Substance Painter and got to baking normal map to work with UE4. I decided to test the same mesh with the same map in Toolbag and got a mess in comparison. The mesh was exported in a single smoothing group. Is there a way to make it appear properly in Toolbag without having…
it is most likely a color profile issue. try this, go to view- > proof setup -> monitor RGB also make sure your color setting is sRGB and not Adobe RGB or something else. all our work is usually viewed in sRGB finally, so if you view a sRGB file in AdobeRGB which is wider range than sRGB, your colors will look dull.
I think the camera angles are a bit to extreme- there is no well balanced view at all in the shots. Most look like auto- tune magazine shots. Maybe just some side views, top view and a typical front/side combination would be better to see the shape, design and overal balance of the model. Textures are good but the…
hmm if I was attempting this complex a concept I'd probably follow gauss' example and model the basic forms then paint over the details, so at least you can show other views of the model to give further hints of the shape if its not clear from one view (and no mirroring it does not count as a back view) BUT it looks pretty…
Headus is a really great uv app. You can pull the parts aside in uvlayout itself so you have a kind of exploded view. Its been a while since I used it but I thought you could also hide parts as well (in the 3d view and I think in the uv view as well).
might be silly, but have you tried it in an ortho view? i find max dosent like perspective with a number of the tools like the cut tool, works okay sometimes, others its really buggy. i only work in ortho views and use a perspective view just to check out how everything is looking.
I am experiencing an issue with a trim sheet that contains detail and serves as a texture map on a plane. I have noticed flickering when viewed from an angle, which I suspect is due to the lighting, as this problem did not occur previously. Could anyone provide guidance on how to resolve the flickering issue?
I'm using 3ds max 2010 and I've recently installed Windows 8. I've taken some screenshots: Well, I'm not sure what's causing it, but it's getting very annoying! After a few minutes of messing around in Max a section of the view port freezes and there isn't anyway to unfreeze it, if I minimize Max the frozen parts of the…
OK I am a little late in posting this project as it has already been set a week or so, and will probably have to 'submit' it before I get any feedback, but I figured I would share it anyway as I can always go back to it. Brief: To create a scene within limits based on the theme 'They Landed'. Texture limit is 1 x 2048x2048…