this is what i found works best for me * describe a goal to achieve * show the finished product. Don't explain anything technical. * Begin work by describing mini goals working towards. Explain process and why's after having shown it first. Don't explain solutions before showing the actual problem directly. Only focus on…
That Chris Plush Vett looks pretty snazzy, like those wires too and working with subd Srinkwrapped surfaces makes imo class A modeling, less of an overall hassle.
Hi! I believe both Unity and Unreal have a max texture size setting to do that. So I wouldn't, unless they're in a different artstyle or something like that.
Hi ! (sorry for my english, I'm French ^^) I would like to animate four textures on a background (it's an underwater pixels scene material, play on a screen). It works but the four textures seem to lack opacity. when I plug in only one texture, the opacity is normal It's a vending machine (sushi ^^) with underwater scene…
This is my first (almost) finished sculpt. Currently struggling to connect the brow ridge with the cheekbone properly (marked with a blue arrow). It also looks like there's something wrong with the forehead. I had to achieve proper likeness with a very limited number of reference photos. My reference board: The brow ridge…
That sort of looks like the polycount logo in her heel platform. Great work! I do see a problem with her eyelsahses though, in the Marmoset viewer and maybe consider adding a tear duct (as topology)
Hello, kanga! Thanks for the feedback, it was really interesting to hear that. Thank you for the high appreciation of my technical skills. Can you tell me in more detail what exactly you (and perhaps the audience) didn't like about the lighting and the environment? Regarding your question: no, I did all this work in Zbrush…