Since we are talking about pronunciation of certain words, here's what bothers me and it is actually funny: This word is used to define the time table of daily chores: We used to call it Schedule (as in Sk-edge-ual) When I came to Canada, the first English teacher that I ever had, corrected me and had me pronounced it as…
Looking good so far! The only thing that really jumps out at me is the area where the rib cage connects with the abdominals. Other areas of the model show an understanding of the anatomy underneath, but this area feels a little vague and unsure to me. I'd suggest going back to different reference material (skeleton,…
Personally I like the glasses, they added a lot of personality. I would also increase the size of the piercings some, now they read a bit noisy feel way to thin I think. as for anatomy, most of the features are looking a bit soft and undefined. especially the nose and mouth. another example would be the lower eyelid fold,…
I'm confused by the six pack abs. A voluptuous woman like this shouldn't have such muscle definition there, nor should we be able to see her ribs or serratus muscles. I think the breasts look a bit small compared to the concept. I also think you should re-visit the face. The concept has a more angled, defined face than…
The polygons are being booleaned because they are part of the two subtools that you're telling Zbrush to boolean. If you don't want certain groups to be be part of that operation, first split them off into new subtools and then use the new Start Groups (the arrows) so that these subtools are not part of any other grouping.…
local and global variable... a local variable inside the scope of the ( ) they're in while global variable can be accessed anytime. I suggest to stick with local as much as you can. ie:(local test)print test this will give an undefined error as the variable test is not defined outside the ()(local testprint test) works…
@vavavoom & @dustinbrown I would like to use this lower poly mesh as a base to make a more detailed, higher poly version in Zbrush, which I can then bake back into this low poly version. Honestly, she doesn't have a defined purpose yet. She is just a character that lives in my head and needs to come out. Though I do have a…
Hey, nice van, good texturing, tho i think you could push the bodywork texture more. It looks quite flat to me at the mo. Compare it to polygoos car for a good example on how to make oldish paint really pop. Everything is there, all it needs is the difference between clean and worn areas defining a bit more with the gloss…
Right, so I've done some rework on my study scene. I decided to give up on Unity for the moment and rebuilt the scene in Unreal. Most of the props haven't been placed yet, and the lighting is just a preview build, but I would really appreciate any feedback. I'm struggling a bit with getting the lighting right - trying to…
my 2 cents is that your normals are way TOO noisy. get rid of some of that noisiness in the normal maps, and make your spec maps help selling the bricks as well. points id take into consideration: 1) making the normal maps a bit less noisy 2) working the spec maps a bit more, defining materials 3) having the diffuse maps…