Yea most of the time it works best from straight on but depending on the depth needed it can hold up pretty well from a lot of angles. You can get some weird shadow issues. Mostly people use this method when baking textures, the angle is almost always straight on so it renders flat. When you bake AO you end up doing two…
I was inspired heavily by the 3D illustrations of Polycounter Nix so for this piece I didn't want a very elaborate sculpt and tried to sell most of the detail in the polypaint. You can see this in the images below where I compare zBrushes Flat shading in the left to the actual shading on the right. I ended up making a…
Cb_ArTs - thank you so much for that quick model. I think I understand now. I need to remove those triangles around rounded parts of the flat planes. Perhaps that was what was giving me some weird shadows. I did make some shading groups. I smoothed the curving portions of the handle and kept the flat planes of the handle…
Personally, I would say you need to define more of the form you want in the concept. Much of them come off as flat colours and as such, it would be pretty hard to model something accurately. The Skywrath staffs are a perfect example of this, look at the first concept with the head of the staff. It looks completely flat and…
Thanks man, Look. Its coincidence that we are creating something similar at the same moment. So I seek help cuz Im gonna get a heart attack. Look at what I tried to do in nDo2, i made base shape in illustator and export to photoshop for nDo. Look at how flat is. I am desperate to find a way. I still didnt tried with…
charcoal pencils or conte pencils. I didn't remember exactly which brand. You shave most the wood off to expose 2" or so of the charcoal, keep a bit of med-grit sand paper handy to keep it with a sharp point. I remember Ron grinding the point to have 2 sides. A large flat side for wide swaths of value, a smaller flat side…
Good idea for a character but I guess you done to much without asking for feedback first. the anatomy looks weak in my opinion. On the face the forehead looks too flat and the area under the eyes too bulky. dishonored style is quite difficult in my opinion, it follows the realistic anatomy, but sometime exaggerate the size…
The character looks really nice, especially for a first! some crits: The anatomy and face look good, mouth and eyes need some work though. As for the clothes/textures; The black is too flat, either bump up the spec or brighten it up in the diffuse. The jeans seem a bit too saturated and noisy and it looks like there's some…
You need to crease the edges on the flat where the 90 degrees meets. There is too much tension on the surface. Opensubdiv(and creasing generally) is not a perfect solution in every situation, especially where E-poles (3 valance), N-poles (5 valance), and sparse topology are concerned. You may often need to add edgeloops to…
I believe the directive of stating "next-gen" (which actually refers to the LAST generation of game tech; doom3, GoW1, etc), while there may be increased textures sizes and improved lighting, the project still suffers the original brush geometry. So to the untrained eye there is no visual improvement. It's always an…