While I'm not much of a concept artist myself I've noticed a lot of them seem to make their brushes on a per project basis. It's tough to make a one size fits all brush so it makes sense to doodle out whatever fits the scope and style of the current piece and then work with that. My friend Johan has Define Brush Preset set…
Nice going guys ! I have little progress due to Petrol/BLood and neck pain <_<" I just started uving here. Will post progress real soon. Note: Hangout behaves well now, I believe. @Dimfist Her cheeks seem puffy from 3/4 view there. @Ozzmosis Great shape there ! @OctoKube Love the shoes and kneepads. Keep going man ! @Torch…
Somebody said that I should define the shape a little more, but since I'm a beginner in sculpting, I ruined the mesh (in terms of refining) I still have the mesh in the picture but my I can't really do anything about the shape of the mesh. So I made this one. I kind of hate the runes on this and I plan to make a new one…
hey guys, I appreciate the bumps! makes me realise it's about time I posted something... I've mostly been working on the face lately and adding in all the small elements. I just need to refine a lot of the small bits and then I'm done with the head, then a couple more things to do to the main body and I'm done. Oh and…
Yeah, just looking through the include files. Although if you hover over the input slots in the editor, then it'll tell you in the tooltip what texture channel it derives the information from (they aren't automatically generated - it's just written out in the custom shader inspector). UnityStandardInput.cginc has the…
I was struggling with the front and completing the grille area. Moved away from a mesh-type grille fill as shown in the quick concepts, I just don't think I'll have the vert budget to accomodate the 3k-4k verts in such a mesh. The forms of the front just didn't gel: the core issue, I feel, was trying to force the 'blank'…
few more :) . Both professional and personal work, thanks for looking. Work i did for the Spongebob Surf and Skate Roadtrip game on kinect xbox 360. I was responsible for taking an existing ps2 mesh and uprezzing him for the xbox 360 alongside unwrapping the uv's efficiently. I had to pay close attention to topology that…
I appreciate the feedback though I'm not sure I agree with all of this, smoothing out these defining character features pushes his face into feeling more generic and younger. As you round out cheeks and increase fat it starts leaning towards a baby face sort of feel. Though I think in this particular render my labial fold…
To add on to the explanation(confusion?) of metallic: This is the way I'm used to working with PBR: 0 in metallic texture = Use a uniform standardized value to define your reflectivity curve: 1 in metallic texture = Fetch the value to be used to define your reflectivity curve from the Albedo texture. I.e. If you do define…
A couple of discussions creating assets using parametric workflows: https://polycount.com/discussion/208690/game-ready-lowpoly-asset-from-fusion-360-workflow-guide https://polycount.com/discussion/212679/cad-modelling-for-games As for plasticity, it's a hybrid NURBs - Direct Modeling paradigm enables accurate edits to…