probably will be wrapping this up soon, gonna add a vial/finish the string/magic. Something about the colors is bothering me- i have a feeling fiddling with the background will help, but overall a good learning experience so far! If you guys have any tips, let me know!
Remember that this is a vertical piece, you'll need to work some magic with the FOV to make this work. If you have a rotatable monitor you can use it and then configure your desktop to a vertical one and maybe work UDK or something like it that one to get a proper vertical screenshot with a high FOV. :)
Hey, I know that cover art! Liliana Vess from Magic the Gathering! I have Character Modelling 1-3, and actually learned something useful in the second one from the Gears of War section. I recommend these books as very nice additions to the shelf at the very least.
Thanks, mate! Good advice taken. He also would have thin hands and legs with the same "bottle neck" problem, so it will be a good opportunity for testing and adjusting, as i wish to keep it very thin, contrasting the body(head). Maybe some shading magic will help... Cheers!
create clean uvs and do a tileable texture in photoshop.... and use the displace feature.... uvs & maps --> sculpt using map or do some magic in max or maya... https://www.youtube.com/watch?v=3PKkdYBksFw same in maya with the Soup copier node... http://www.soup-dev.com/videos/copier_chainmail.mov
Hey Polycounters! Here is another level that I did for Toys for Bob and Activision Blizzard on the Spyro Reignited Trilogy! There is more on Artstation: https://www.artstation.com/artwork/gJw24Z Polycount Thread: https://polycount.com/discussion/209813/spyro-reignited-trilogy-magic-crafters-home-lighting-work-igor-titov
Every time I've posted a final submission on the PC Workshop thread it magically seems to result in getting instant downvotes..So I just avoid sharing new submissions on here, seems to work out better. I still like sharing work in progress stuff on here.
Thx Spearhafoc :) Just a little update on the magic shop before going to dinner,I'm starting defining panneling,details and figuring out more stuff. Also just added the light's and tweaked the img before uploading only for experiment purpose, the file I'm working on is more "rough"
Have you been utilizing the magic of specular maps? The Polycount wiki separates them as Gloss and Color maps. They control the size and strength, and color of the highlights, respectively. Here's a good example of some that are really well done. (They're the first and third maps on the second row of the second image)
Not sure if this helps you but here is the code by Brian I was referring to, so you can see what happens: https://github.com/bleleux/CustomTB/tree/master/shader/post I'm always amazed by the magic numbers. It says its a reference shader so it should be pretty accurate.