Beveling the edges would be a good place to start for reducing the blocky feel. Or I suppose paint the edges to look beveled. The curvature map plugged into base color like you have on your turnaround gif is a good place to start, but push it further. Nothing says "hand painted style" like wacky, over-pronounced edge…
Arman, Due to many people having issues with the sandbag part of our Photo Real test, we've updated/revised the test a bit. The new restrictions are listed on our website. www.bigsandwichgames.com I'm an old schooler, and the purpose of our test was to see how people could 'think' when handling extremely low poly / texture…
I've been learning mel recently (only knew some basics till now), and have a few questions for those in the know. 1. Is their a way to lock variables? I'd like to be able to make a procedure declare variables once and never again, so they dont get reset values every time a global is called. 2.How does the tokenize command…
Hello, everyone and anyone who is willing to help. I posted a similar topic awhile ago for GML model conversions, and have subsequently been able to port those models to GML - thanks to the help of the user "monster". I am now porting my models to other gaming consoles, and have been able to export every model in the past…
She's finished! https://www.artstation.com/artwork/XQn3L Hi! I started a new project and wanted to have a thread with the progress this time. I'm working on Megumin from Konosuba and this will be my first hand painted character. My progress so far: Any feedback would be appreciated. Thanks!
Hello all, I've been doing a sculpt on my surface pro 4 and so far its been pretty damn good. The only problem is that when i start to paint my model these artifacts are showing up randomly. I would like to know if anyone else has been having these problems and how can i fix this. Thank you
Hey guys, I haven't had much experience with hand-painted texturing of characters before. Please tell me what you guys think and critique as much as you can. I really would like to improve as much as possible. First attempt: Update 1 - Added eyebrows and changed some shading: Update 2: Update 3: Thanks in advance, GammaRay
trying to write a procedure thats groups the uvs shells into 3 seperate categories (Small, Medium, Large). but running into an issue where small uv shells doesnt get cast to the correct array $uvShellSmlList. Im been spending the whole day looking and testing to see why its doing that. Note this code only works on maya…
I've been working on this portrait of the titular character from the Anne with an E show. I wanted to achieve a watercolor painting feel using Eevee but I'm not really satisfied with the result, I'm already working on improving the silhouette of the ears. Any feedback is welcome! Some higher res renders with a bit of color…