The first thing I notice is the poly flow. Look at some of the other heads on this forum that have a smoother polygon layout. It's hard to criticize deeply because it doesn't look like there's much time involved in making it. Even for a noob. Look at pictures of better heads, and listen/read how they did it. There's…
Hey guys, just getting into the more in depth features of the material editor within UE4. I'm wanting to tackle the usage of the metallic features to really get some convincing metal visuals down. I've got some really great examples to look at in current UE4 level example content, but I'm sorta baffled on the ins and outs…
Hi, We need a concept artist for a fantasy and sci-fi miniatures project. The ability to process old cliches into fresh and compelling ideas is a must. A background as a miniature concept artist is very welcome; a knowledge of the major sci-fi and fantasy setting is a must. This is an example of what I am searching for:…
Couple of examples from Dead Space. The second one's clearly just a full model swap, but the first one still uses morphs, particles, and flickering lights to hide any jarring transitions. [ame=" https://www.youtube.com/watch?v=4K2r4jpylqE"]Dead Space 2 - Necromorph transformation (slow-mo) - YouTube[/ame]…
Hey everyone, at the moment we are marketing, sort of speak, our product to a very specific group of developers. When the time comes we will make it very simple to see the advantages with more practical examples and demos. By very specific, I mean users that already know about Amplify Texture or Virtual Texturing in…
Topology can be done in various ways, with certain rules to work from. You seem to already know the basics, but like you said, there's a funky network of edges on the cheeks. Using poles is the simplest way to keep a clean mesh: http://www.polycount.com/forum/showthread.php?p=1247603 In short, poles are used to redirect…
Character Art is VERY hard to break into. You are competing with people with perfect anatomy knowledge and honed sculpting skills. In that department, your portfolio really has to be jaw dropping. You site is good, but not amazing. Scarecrow has a lot of aesthetic issues. And I agree it's doesn't show off your true…
It looks like your edges are at or above 90 degrees. these will need to be lessened, (like 80 degrees or less) or they'll need to be hardened and the uvs split along those edges. If you look below, the boxes on the far right have a similar issue to what you have, smoothing issues because the angle of the low poly's edges…
Hey man, off to a good start here, but yeah as @hmm_rock said, the thing that is going to sell this scene is the lighting in particular. Also try to get that god ray in there, there is an example blueprint in Unreal Engine content examples (under blueprints) but that goes through quite a lot of code. I would say just add a…
"The biology of colour zones; (as we see in the Science Photo Library anatomical depiction of the muscles, nerves, and blood in the face) stems from the muscular neurovascular structure of what happens beneath the sub-dermal layer of the skin..." From this image, you can read the rest, I'm too lazy to type it all up and…