Hey, Looking a lot better with the bridge floor imo. If I were you, I would make the entire floor one mesh (including the bottom of the pond, and then use your current vertex blend and just make the pond mud and blend it into grass at the banks. I'd also make the bottom of the pond have some slight height variation, and…
CAVEAT: I"m idiot 1.the zygomatic arch on yours seems a bit angled up to me, could just be the light. Remember the zygomatic arch has a slight, well arch, but overall is pretty straight. I think its just the light 2. he's missimg his parotid gland and his masseter doesn't seems to connect to the zygomatic. 3.his eye bags…
Yeh i knew the only real way to get scales easily would be with alphas, they said as much in my lectures xD. I think i found a way to get a nice effect (hopefully) using some of the standard things within zbrush. Ive used the ScalesLizard brush from zbrush to create a base for the faint scales on the body, i will turn this…
Cool designs, looking forward to see them translated into 3d. Looks like a good start @Hymil. What's your plan for the edge-treatment? Will you bake from a highpoly or something else? Are you going for some stylization or realistic texturing? Keep it up! I had to give the abandoned place a go. Once again will use Unity and…
I really like the concept's a lot. I can't tell if youre going for that or not. It's very dark and low in contrast as far as lighting goes, and that's fine. I would try and make the tint lesser by a lot if not totally remove it. It's just too much. I would just work on whites and greys for everything except the green…
@Striff -- Can you be more specific? What do you think needs more spec? With the exception of the pipe running through the scene, and a few other metal bits here and there, the rest of the stuff was intentionally given low specularity. Most of it is supposed to look pretty dirty and flat (adding some more obvious dirt to…
Now, let's say you can't edit the topology for whatever reason. You're not necessarily out of luck. Here's an example: From left to right: - Base lighting. - The Diameter setting in the Area/Shape panel for the lights has been increased, this converts the light into an area light which softens the shadows and makes them…
Hey, thank you so much for taking the time to give me this feedback — I genuinely appreciate it! I'm a fresh graduate 3D artist, and I'm eager to keep learning and improving. The piece you mentioned was rendered in Marmoset, and you’re absolutely right — I still have a lot to work on, especially with lighting and SSS.…
some work on Persian forest level. just a few more little dioramas like this to do and everything will be blocked in for a teaser trailer i have added lighting in as you can see but it's a type of cel shader that removes all of the diffusion. I might not be using correct terminology but you can see what I mean. It's like…
I often use a technique... make ceramic tile texture... make normal map... (from high or just CB or heighmap) then to give each tile slight normal offset i creat a cloud height map, convert to normal map then select each tile and average the cloud normal giving each tile a slight offset...works really nice with acute…