Looks really good. I would push the silhouette of her anatomy more, the concept has a smaller mid section, really define the hour glass shape of her torso. I think you should exaggerate the shape of her calfs and forearms more as well, and I think her skirt thing needs to be bulkier and have more wrinkles. Good Job. :-)
you can call them bitangents, if you prefer and that would be the mathematical correcter term, because it is a second tangent to the normal that is orthogonal (90º angled) to the first tangent. :D the whole thing defines the "tangent space". it is important to calculate lighting, yes, because it is necessary on a 3d model…
I actually haven't followed racers modeling tutorial. I just watched the texture part before I started texturing the AK47, but I'm glad you like it, and thank you for the compliment! :) Gonna check out your AK! ^^ I'll definately take a look at the flare of the front. It does look a tad big now that you mention it. Thanks…
Alright. Here are the sculpting results so far. I have addet all the spikes to his suit and defined the forms a little bit further for now. Also already tried a few colors and really liked the results. =) So far he is hitting my likeness. I hope you like it. Forms are still not as good but its very different than before.
hey guys, I didnt found much time last week so just a little proress screenshot today, I mostly removed the bloom and trying around with the material colors a little. At the moment I am doing some overpaints to define the colors and overall mood better. I post some progress images soon. Thanks for your comments.
I would say you are right about that the face has to be a little bit longer. You also need to put more details on the lips, more cracks of dry skin and such, bring them more to live :D Also the wrinkles on the forehead aren't defined enough, I would work on those a bit more. Overal tho, it's looking pretty good!
As it stands, the "specular" input in UE4 is entirely different than what is traditionally thought of as the "specular" map. It's used more as a way to get rid of specularity in cavities, than it is to define how bright or dull reflections are over the whole mesh. Therefore, it will feel incomplete in UE4, if you input…
That shot is from League of Legends. This blog post might help you. http://na.leagueoflegends.com/en/news/game-updates/features/dev-blog-defining-rifts-visual-style Notice that their style is very "painterly". This requires strong painting skills. We have some tutorials here about stylistic texture painting:…
Hi Lotet, Thank you for your feeback and help. You are completely right, I should have defined the targer audience more clearly in the description and should have therefore added the "other" option to all of those questions that needed them. I will run through all of the questions and see what I can change and add. Thanks…
Thanks guys. JRancourt: Its funny because both those things you mention are crits I got from friends to change. They said I should define the anatomy and the tail a little more. I'll see what I can do and maybe make a blend of the two. Maybe smooth out the arms a bit and make a better transition for the tail.