Hi guys! I learn human head making, but usually at this stage i start to loose the path and the whole process is starting to be just guessing and experimental tweaking, that results a lumpy skull and strange face that i don't feel correct. For example the zygomatic bone seems to be too big, but if i make it smaller, the…
Hey hey, I am Vampira your favorite NSFW artist. I can do sketches, flat color, or even fully colored and shaded painting illustration. I used to go by (DUNZART) I have rebranded. 𝑽𝖆𝖒𝖕𝖎𝖗𝖆 ♡₊ (@vampiracious) / TwitterSketch ($15): Flat Color ($25): Shaded ($50): Painted ($70): Process: I love what I do, so DM or email me…
Spec! Everything is reading as really flat right now. The modeling is nice. But the texturing is really flat. I would add more modeling detail to the machines on the sides as well.
Here is a set of baked maps applied to the mesh as an in-workshop material, still looks 'flat' as it's only the base for what will be the proper texture, basic flat colouration is on just as an example.
Can you post your texture flats? The steel seems like it could be boosted some in the roughness. It's reading flat to me. Modeling wise you nailed it though!
there is a flat shading option in your viewport option (right click on the vieport's name and select flat) not really sure if it's what you need or if it was already mentioned but well, it's handy for checking your silhouette.
I recently learned Substance Painter and PBR workflow. These are the props I made using Substance Painter. Final renders are in Marmoset Toolbag 3. Thanks for checking out my work! :) Wireframe on flat render Wireframe on flat render
The mouth is looking too flat. In that low poly shot from your second last update it is completely flat. That area, under the nose is actually very rounded in real life.
What happens when you remove that function. Examine the world normal pass to see if it gets better. The flat or almost flat terrain pixels should show the purple-ish color or some shade of that.