i'd tip the hues in the oil into cooler colors, the red/orange isn't working imo, i think that's what's breaking the effect. id' introduce another color in the swirl to, add some contract in it so some areas aren't as specular, so you'll have some variety and interesting steaks of black swirled in there so it pops a little…
Since it looks like you need people to answer these specific questions I'll bite. Saves time. I could waste weeks building unique city blocks and hallways or I could create a few dozen pieces and then mix and match them to create new unique structures. Often when you create one piece it can be turned into a bunch of other…
---Hi Bigtime, thank you. Yes I can share a brief overview on how I accomplished it and the techniques I used. There are two main pieces that make up the hat. The Straw and Trim. The Straw was made using Nanomesh in zbrush with a simple IMM of clumped long cylinders. The Trim was made using a custom built IMM curve mesh…
Edited : Just as reminder, about scaling in Zbrush : obj file format has no scale variable support to define the model scale ratio zbrush apply some math Scale in Zbrush : 1 unit = 1*2 ( global scale is always 2.00002) if you have a cube of 1'1'1 and a scale of 1 in maya, after the importing in Zbrush Now if you have a box…
my main concern is that none of the materials have any specularity at all, so i can't tell what the materials are supposed to be other than just flat colors with generic grunge. is the body armor metal, plastic, or some sort of strange concrete? it's essential that you figure out how your materials are made up and that you…
Yes yes, keep the comments coming. I'll be working on it in the coming months and your coments are invaluable. @Alphavader: Yeah, its because I'm using MS Word... and I've been fighting with it as it screws up my images. You can't imagine :( -Will be using a different HTML editor @Alex3D: Definately. Most of those are my…
To answer your questions Rule of thumb is keep the geometry to match the silhouette. Normal maps will do a better job of faking inward depth than outward depth. I like how you've modeled out the tiles over the grout. For the bake and low poly, that can be flat. With a multiple material setup, you can use a multi-sub…
Anythig you see that's critiqueable call it out: portrait accuracy, missing muscle forms, anatomy issues, proportion fixes. I'll say from my self-reflection, I know I still feel uncomfortable about how the upper and lower arm muscles wrap around the forms, so I know I'd love help with that. Back muscles have always been…
@zac, ya you don't need to rotate the lightmap uv's @Phrexeus Basically yes but you can't rotate the UV's inside UDK it has to be done in w/e software you use. UDK for what ever reason won't respect to rotation so it has to be imported in with the UV's rotated. In max it's easy to do with the UVW xform, make sure rotate…
The arms are sticking out rather spaghetti-like. Where are the latissimus dorsii? The shoulder could also do with a bit more defined shape. Be it a sharp ride because of the stitching (see image) or more defined muscle (especially bringing in the shoulder and adding a dimple above the triceps) - it needs some slight vertex…