Hey there, thanks for the heads up on that, parasyte :) . This is a small update, I had this concept already, but needed some finishing, so only today I was able to upload it. As you might understand this is just the base, no power source in represented in it. I just wanted to give you the feel of it without nothing over.…
My intention is not to replace modo's powerful baking but to add a quick way to use an xnormal based pipeline within modo. The todo list is getting longer and longer :) as for baking out colour maps, I have a fairly straight forward method with xN. I am working on a way to automatize the modo end of it completely though.…
The concept should be used for your inspiration, but you need to be an artist too and create a strong final image. Composition wise straight on shots are boring, and you should do what you can to add more dynamic angles. The second concept you posted achieves this very well, and is a much more powerful image composition…
the first ever level designers where architects. That's why I think old games like the first Halo has such unique art style and level design. I mean some of those levels where pure art. These days it's just greebly everything and copy the hot trend. I think an Architect would make a very powerful environment designer.
They're not the same thing Max's material editor sets up shaders for rendering Designer is a very powerful image compositor and procedural image generator Max's material editor can do some of the things designer can do but it's like comparing a calculator to a supercomputer as far as image compositing goes Designer cannot…
@BucketOfNuggets: Thanks. I have the same impressions actually. I looked at other sculpts and ref and was trying to replicate it but it's a lot harder that it looks. Not sure yet how to make metal not look like stone. As for the runes, I was thinking that their magic power would prevent them from getting damaged or…
Yea. Every Witcher Fan should find some nice images here. But this will not be a Witcher Enviro. True power of environemnts can only be showed by Unreal Engine 4. Which I'll use in future projects. In my opinion. And yes: Kingdom Come: Delivarance is very big references. They did great job with their game. Cant wait for…
This needs a much more focused, powerful lighting set up. Everything's hazy looking and not really guiding my eye. Took me 1 second too long to realize that was a robot hand. Focus your composition onto a single focal point with light. Ideas: God rays coming out the hole above. Heavy rim lighting to silhouette the robot arm
Amsterdam...don't tell me you never watched Might Morphing Power Rangers. lol. High poly for right now. I'll eventually do a nice low poly, but for now, it's about doing the best model I can do. I don't have everything on it yet. I'll of course post it up when I get all of it done.
Guys like you make me believe I'll be able one day to create good sculpts with Blender. I always feel depressed when I see that fur level of detail though ... And the wrinkles on the hands ... I guess I tend to forget the power of the tools I use when it's just a lack of skill ^^. Can't wait to see the head :smiley: !