Looking sharp Pope! Numpty, nice textures. I went back to my reference I was using and noticed that the circle trim actually sits inside the wall and not on the outside so in that case if I just intersected the wall itself would intersect through it, then it wouldn't look right. I have some updates. Been messing with some…
thanks guys :) SEKNeox : the ears aren't touched at all yet, the edges are just badly triangulated edges since that export was just to check the textures in the engine, as for the collar thing, everything will be covered by a cloak/hood so I didn't want to waste polygons on that part. I'll fix the lip and stuff, good call…
Hey EvilPixills. With the table I would put those scratches (the scratches that say bob etc.) also into the normal map, also I would turn down the noise in the normal map significantly cause right now it has a sandpaper like feel to it. Most tables are smooth. Lastly, in your UV's you could easily overlap a lot of that.…
hey Klash that looks pretty good. the one thing i would say is that its missing its lighting spectrum lights and darks. the glowy bits need more of a white in the center maybe? also the texture needs a dark areas pass and maybe making the specular a bit more bright on the "rough edges". other then that. i really like the…
started on a feng zhu concept today which needs to be done by friday for a showreel. Bad times. They're only fringe details though so should hold up, and they were purely box modelled. Edit: Quick question when working to a concept as an environment artist. Do I just follow it verbatim? I see opportunitys to add in small…
I am using an AO map. I got a bit rough by some reason so it looks a bit hand painted. I might smooth it out here and there. Got some hand painted shadowy stuff as well in the skin and such, but about 90% of the shading is done by the AO map. Thanks for the replys everyone. I'll see what I can do about the dirt. I'll also…
@Rollin - Thanks man :) I see what you mean about being unbalanced. I do want him to look top heavy but maybe I've overdone it? His inner shoulder pad is meant to kinda swivel inside the outer one but your right, I'm sure I'll have to give it a bit more room at the front. Good point about the face-hole, the hard corners…
@vahl: very nice, i'd try to paint a edge with more volume on the outer rim of his hoody though, right now it's just to obvious a polygon edge, a black edge might not be realistic, but would give it a bit more depth and a less lowpoly look @jonathan: yeah sure but unreal also compresses those textures pretty hard so you…
Thanks all, you too french fry The statue is for an ingame prop so i had to keep the wings with a rather simple outline, can't spend too many polygons there. Ideally yes, i would have modeled more delicate feathers to match the statue better. Still all SubD Unlike in the other statues i modeled the cloth right out of her…
Yo butt, its awsome that you're getitng heavier into sculpting man, you're doing a good job. But you have to watch out about your micro detail, you are losing a lot of the overall detail because there is too much noise in your sculpt. Start with the larger shapes and then make your way down to the smaller details. All the…