Thanks guys, that helped set me in the right direction i think. I toned down the bump map a bit and i agree that helped. I realized i became much more dissatisfied with the scene after i started toning everything green to make it look overgrown and to account for the green reflections i assumed it would have due to the…
yeah man she looks kickass. i think i would put a bit more volume into the upperarms, specifically the biceps as it feels rather undefined compared to the rest. Also the i like how the legs feel but the arms are so super defined at places, maybe balance that a tad more? Also maybe add some slight hueshifts to her green…
Looking good. IMO I'm actually a bit sick of Crysis style/island environments, however with this last shot you could make something unique. I'd go for an alien world look, make the greens into blue, the sky can stay but you could put a few planets up there. The sand could be red-ish and the water can be a dark olive-green.…
There's basically no set standard for how shaders read normal maps, so I think it basically comes down to whoever is writing the code for it at the time. It's common for bakers like zbrush and xnormal (and renderers like marmoset) to give the user options for how they want a specific channel to be used. "Most apps tend to…
Thanks for the replies guys. I am afraid that it's not a green channel related problem, but something to do with either mesh topology or smoothing groups. I have flipped the green channel (and even tested flipping the red channel, just in case :p ) but my normal maps still do not work properly. Strangely enough, they look…
One thing that might be worth considering is where you put the damage. Generally you'll get the most damage around edges and raised parts. The braces around the green section for instance would look much better if you scratched them up a fair bit as would the edges of the red bit. It might be worth lessening the paint…
I'd tweak the green to look less like disco green and more like the proper paint you find on those containers and would get rid of all the almost black weatheration. Can you see it anywhere in your reference ? Your prop will thank you if instead of black stuff you add some gray/brownish dirt like in the reference. It will…
Greetings! My name is Alain Berset and I am a freelance character/Creature artist from Switzerland working remotely. I am specialized in game ready characters. Here is my Portfolio: http://www.alainberset.com My Fields of competences: -Character/Creature Design -Character/Creature Sculpting -Retopology -Character rigging…
From the Greek Eleutheros: Free, Unrestrained, of one who ceases to be a slave. Galatians 5:1 - "For freedom Christ has set us free; stand firm therefore, and do not submit again to a yoke of slavery." There are many passages in the New Testament that talk about freedom, especially Paul's letters. This project started out…
Hoping to have time to get through this once my current bit of freelance finishes. For those unfamiliar with these blokes from greek mythology: Description Hecatonchires come from the Greek Hecatoncheires which means "hundred handed". They were gigantic and had fifty heads and one hundred arms each of great strength. There…