Hey guys, cheers for your comments. Yeah I was going for the concept that this light aircraft has possibly been picked out of the sky by some sort of creature and placed within the nest....as food. I have tried to replicate the site as mabye a feeding ground. To put a twist on it I decided to place the cessna upside down…
Hi, I am having some trouble figuring out a problem I am having in Toolbag 3, I am trying to replicate something that was done in Sketchfab with Marmosets transparency and trying to figure out why my alpha map is not responding right, I just need it to be semi-transparent with the albedo and it is not working. I put the…
Get a tablet, Pick up Zbrush (Or any Sculpting program) Get some Anatomy references, Replicate what you see. Dedicate 2 hours a day to this. and you'll see improvement. Once you're confident with using Zbrush (ooor whatever) watch other peoples Speed sculpt sessions on YouTube: My 3 Favorite channels SupremeFunk Zbro Z…
^From what I understood in the Wiki, Valve prefers using a Phong Specular instead of Blinn, as it showcases the bending of the light around edges much better (kinda like Skin), and is cheaper/better looking with mutiple light sources around it. Many people who try and replicate Valve-like-shaders, end up using Blinn…
Definitely do some basic realistic human studies and sculpts. Most if not all artists are judged on how well they can replicate the natural human figure. It's easy for artist to hide behind the guise of style and claim mistakes as intended details. Also don't show renders on a black BG it looks quick and dirty and it's…
Thank you for such a lengthy critique much appreciated. I definitely agree that a good chunk of the pieces modeled are quite to thin. Got to caught up in trying to replicate the references im using to the T and forgetting that it needs to be modeled in a way that the details are captured for the lowpoly. For the tires…
The last image there uses pretty basic zbrushing technique. Just sculpting with various brushes. Have you tried out all the brushes to see what they do? The other two images look like they were 2D hand-painted in Photoshop. It's difficult to provide guidance without knowing your current knowledge level, which is most…
Autodesk products are "upstream" in the game asset pipeline. They also deal with a lot of complexity (viewport and renderer technologies - some of which are not our own (plugins)) What we are seeing is that these products are converging in suites that are tightly integrated. We will provide documentation on how things work…
Try taking a less saturated pass on the reds and textures in general. Your references push more toward the desaturated orange end of the red spectrum whilst your version pushs more toward the opulent red / burgundy end of the spectrum. I'd let realism in terms of cinematic realism be a guide here instead of photo…
Option 3 is actually the most common method for game terrains. Large mesh subdivided fairly evenly, one planar UV projection, multiple tiling textures blended together using either vertex color (old school) or blend texture (new school). Intersect some rock/cliff meshes here and there for variety and detail. Add grass and…