Don't think backstory has to be anything complicated or new. Could apply an existing one just it to get started. Take that Conan character for example: was taken as a child, enslaved, former gladiator (headbutts from that noggin must hurt), now out for revenge. In sci-fi probably. How would all that imprint on the alien?
Hey there^^ I'm interested in your project. please contact me. Here is my Discord I'd : strom_01 I will show you some examples for you on there. I hope you like my art style Please let me know
Adding that bit of patina helped a lot with the textures, however I think you've strayed a little too far from the original design of the armor. Regarding the low poly tri count: your wireframes have lots of room for optimization. For example some of the decorative plates that wouldn't deform at all
Thanks for sharing! I think it might help to study welding a bit more, good welds vs. bad welds. Unless you're intentionally trying to emulate a certain look? What's your welding reference? It looks a bit to blobby to me, so I did a quick web search of "good weld bad weld" and found some examples that might help:
Hi, this is a recurring problem and I don't even know if it has a known technical name and if it's easily avoidable. For example here on this rather simple model, I tried many different things but I can't get a decent result.
I sometimes encounter an issue with deformed textures and losing details in some regions of my models, like normals or edge highlights, after importing my assets to Unreal. The reason being is that Unreal rounds up UV coordinate numbers, unless full precision UVs are enabled for static mesh: Here are some examples. Left is…
Thanks guys, I really appreciate all the comments and they really help me get some motivation for making some tutorials that will show you how to make content for game engines in the future. Now as for the 3rd part of the tutorial its been done 2 days ago but I'm having a hardtime trying to upload the file to youtube since…
Neox nailed it; you simply don't have the same amount of geometry that the video does (43k verts on your head vs 285k verts in the video). Zbrush doesn't do any smoothing between its vertex normals. Other 3d programs tend to average these out based on a tolerance angle or manually defined user normals (hard edges,…
It doesn't seem to be working for me at all. I can't figure out how I generate the shadows and highlights for a color, or how I toggle between the two. Here is what I've tried: 1. Set the ambient light to a grey color on a white object. Result: When ambient light enabled, nothing changes whatsoever. I use the color picker…
I can't give you the years of industry experience, or all the tips and tricks that come with a healthy understanding 3d; but I can give some advice on how to think. 1. Stop working, (that would nice wouldn't it) but seriously stop working, and stop freaking out. Take a good long look at how your working. Ask yourself how…