Hello and greetings. This would be my first, shaking steps into the world of 3D art. I am currently studying at the Game Assembly and tought I'd keep my self a bit busy during the summer vacation. Well, that didn't happend, but I did start on something and I thought I'd keep myself a bit more motivated by sharing my…
My advice would be to forget about textures and rendering for now because there are a number of things to fix in the high poly. Like brian asked earlier, what are your references? And if you´re not using any then I´d start by getting a few. Like grabbing images from a scan like…
Mermaid - 1 To relax from other more complex pieces, I am making a character from a story I wrote a long time ago. The idea is to create a diorama-style scene of the death of the character, a mermaid, floating in a shallow pond, clutching her chest which is pierced by an arrow. The goal is to create a delicate piece, that…
That's something I was thinking by seeing all those million poly characters posed in ZBrush, the documentation seems to suggest various approach, but without going too much in depth: http://docs.pixologic.com/user-guide/3d-modeling/posing-your-model/ Or:…
a lot of your high poly is flush with the surface of the bigger pieces which is not good for normal mapping. you could get around this by making your edges less tight. Normal maps only capture the difference in the surface angle. also you have small silhouette details which will not transfer into normal maps like the…
yeah I'm using dunked for my folio and actually thinking about moving over to the paid side, but first I want to be able to specify what the right click save image gets called.....dunked just give it a random tribute, whereas I like to have the www address in the image name for everything on the site... besides that I have…
Heres my newest refined basemesh, works pretty well but I think im having trouble sculpting muscles, not so much the form. Individually sculpting and defining muscles is difficult for me, once it looks good in front view I turn it to the side and find out the pectorals will come out very very far. Im not sure if my matcap…
Looking really nice and the detail is amazing. Love the color highlights aswell Looking at those, I cant help but notice that the initial helghast style is pretty much gone. If you compare those here with the killzone 1 ones, its like 100 years of technology happened. The old ones were clearly influenced by world war 1…
the bump offset node can only intake the value from one channel. The Bump offset itself is using a heightmap from the red channel and being used to offset all the maps applied to the shader(to unify the effect). You can increase the depth of the parallax effect if you click on the bump offset node and change the height…