Hey there ! :) I haven't had the time to play with SpeedTree yet so not sure if that's doable. Megascans wind data is stored inside the objets vertex colors (there's a Red to Green gradient that defines the intensity of the wind iirc) so if you SpeedTree can take that information into account when importing the asset it…
I'm guessing he means via painting in spec (if your project is diffuse only). It would help ground the materials more, like defining what's metal and whats rubber ect. via painted spec and highlights. The gal who made this character does painted spec really well... http://www.polycount.com/forum/showthread.php?t=76301
that's really cool stuff. i think you oversaturated the turtle, especially the breast plate thing. the back side of carapace could use more scales/plates instead of just having 5 big ones. at the moment it looks simply less detailed and defined than the rest of texture. i love the material definition on your characters…
great concept...to do justice to it i would recommend you to concentrate on anatomy first and then built the exo suit...not only the arms even her legs are short...in the concept even though she has that suit it defines her femininity very well..try to achieve(except for her right biceps) man thats huge..good luck with…
Your texture is fighting everything you've accomplished in the previous steps (hipoly and bakes, that is) Base wood texture you have seems to be quite varied in value and blurry here and there. Keep base diffuse a bit lower profile and let AO/normals do their work. Hue variations, wear&tear e.t.c. are great as long as they…
I spent most of the day on it yesterday. I even lined up the proportions on the profile. And I got rid of the Adam's Apple, brought the temple out and defined the mastoid more. I thought you said she does have double eye-lids. Does that mean that the top eyelid isn't obvious like how I have it?
I know it's a wip, but forms look too bubbly at the moment. You need to contrast those soft forms with sharp ones on strategic places. I would use some sort of flat, hard brush to define landmarks where bones sit close underneath skin and chisel some of the forms. As it's a dwarf, you can even go overboard.
Took a long break from 3D lately, trying to stick to basics, started studying a bit of anatomy/sketching on my free time at work. Decided to make a head and then started a torso, planning to make more body parts as my study progress. Just trying to get the shape/proportions right, muscles are not defined yet.…
Metals should be really dark albedo values and the color of the metal is not defined by the albedo either. Your gold albedo should be a really dark, almost black, brownish color, and your steel edges should be a dark gray almost black value. The spec map will control the gold and steel color/brightness by what color and…
Thanks for the constructive critique, Alex - I suppose you are right. Eventually I decided not to leave this project as you suggested, but to improve it instead. So this is my another take on the RC Car. I started with the wheels. I feel like I got what you meant by "areas of interest" and defined some. What do you think?