I would like to see more defined shapes and anatomy definition. A lot of the details kind of look like they were drawn on instead of sculpted in. Although that might just be because your low res and high res aren't matched up well, and your normal map is struggling to do too much. But still, I think taking another pass at…
I recall doing a rigging course from pluralsight in which I defined the range values could go from. This was for a custom made attribute though. Maybe for inbuilt it could be locked. That's all I remember, but it definitely seems like it ought to be possilbe. Have you asked at the autodesk area forums? I think things are…
Ah, that's much better. Thank you! Though, labels would help. A bit hard to tell what's what. Some ideas to think about: Why are there grays in the Metalness? AO seems weak, not well defined? Roughness has brighter areas in the crevices, probably to reduce reflections in there, but if the AO was better it would handle…
I´m studying some maps, but sometimes its not clear what I am suppose to do with them, i even dont know what convexity maps is, i have a project that i am pratcing this kind off worflow, i used bent, AO and Gradient maps to define the color texture.Anyway tank you for your time i will try to update this mesh These last…
Braddish> I am using BRDF approach for specular. It uses a full texture called substance to define the Index Of Refraction values. But I do see the use of being able to work with the UE4 and many others do it with optimizing away a full RGB texture and going for the 1-channel metallic style approach as well. Also I'll be…
I tried pluralsight but their tuts are somewhat dull, slow and uninformative. Currently in Zbrush and trying to somehow make my way through. Their featured videos for basics etc are useful. But logically it does not define your skills in any way. Still having problems finding solid infos on 3dsmax tutorials. I know how to…
Initial thoughts were that this looked like a cool scene overall... nice looking props and vehicles at these angles, decent composition... Then I saw the paintover and I have to agree... lighting could be better and the blue contrasts with the orange nicely so I definately think you should head that way with it. I don't…
Okay so I reworked the most popular silhouettes a little and came up with these. I added a description to each one to more clearly define my choice of shape for each weapon. I will go to paper and pencil for final conception. I might do all of them, but for now want to focus on one to get started. Which one should I do…
this looks great man, nice work. My only crit would be the creases on the boot make it look like a thinner crisper material than what I think you're going for. I know you're going with those sharp edged creases to aid the stylised theme, but I think you can define the material better and still keep it looking stylised.…
Well aswell as technique also consider the thought processes that often define aspects of the workflow, so while your modelling/sculpting/texturing think; "Does this object have logical wear and weathering?" "Does its material types differentiate well from each other?(eg metal, wood, cloth, plastic etc)" "Would this…