Alright, one more try, the previous post got removed for some unknown reason. I have the following high-poly and low-poly assets: HP - https://drive.google.com/open?id=0Bxiv4nwNFlKhcllvaU1nTERlcEE LP - https://drive.google.com/open?id=0Bxiv4nwNFlKhV0xfVE1jVE9lcUE I go through the following steps to get my normal map: 1)…
Hey everyone, I'm currently working on a knight character inspired by a concept from Christian Villacis, and I wanted to share my progress with you all. I'd love to hear your thoughts or feedback
You really need to care more about colors. Theyre soo important. You gotta learn color theory and have complementary colors in mind and adjacent ones. You new scene has terrible color usage and it destroys everything. I can barely see anything with those unfitting colored lights (colored lights are not bad, just you used…
BBCode no longer works, you can either use the toolbar to embed pictures, or edit the whole post using HTML. As for the model you have the big form and volumes right, but the small details are messy and inaccurate; To get better at accuracy collect more references and study them harder, try making paper and pencil…
Looks good! I think two things that could really help for your next project would be relaxing your edges a bit, and pushing your material definitions. Your edges are a bit sharp, so they're not going to catch as many nice highlights. It's a bit unintuitive, but especially for game assets, it's important to soften sharp…
Fisher, I think I see what you want to do, and peanut even if that's still another valid technique it is not the same at all as the technique Fisher want to use. ( No offense at all just trying to help :) ) cryid is right, that's the fancy quick way to extrude with transpose, but I think you can only do in the lowest…
That's coming along nicely! I would call this one done especially since you seem like you want to move on to another project and I don't blame you. It's not that this one isn't an awesome display of environmental skills, because it is. But you could be tweaking it for weeks and I doubt the time invested in tweaking will…
I like it =) Crits: - The corners on the door arch are too sharp, beveling them won't really up the poly count that much but it will help the sharpness. You did it on some other pieces but not on a hight traffic wear/tear area? - Cracking one of the doors open just a hair, not so much that you see anything past it but…
morning folks....nothing to show yet (fiddly freelance gig NDA fun) Makecg: as mentioned before It's tricky to crit the style without ref of where you want to take the piece. The one thing that I would mention is that the "body" of the hand seems quite thick compared to the spindly fingers, I think that thinning that area…