somehow weird to see Tahm Kench in a female form, but the design looks really cool! I would try to add some "details", for example some kitchen utensils hanging from her (so weird to say her and talking about Tahm) belt, for example a rolling pin?
Would you maybe take your time to give me an example on how to improve on it? for example where should i put more contrast, and yes i would love to have more variations and stills struggling of getting the feel right :P :P haha Something like this?
Very detailed and constructive response, Autocon. It would be a good idea to look at how artists do it too, Coldeath. I think Autocon's work is a good example along with some other ones like for example this; http://www.brameulaers.com/ Good luck with your project, Coldeath.
So you have a few questions in the post and I'll try to address them separately: Yes, you can of course. I studied architecture in school, learned coding while working a 9 to 5 job. So I was in a somewhat similar boat to you. The only thing you need to learn coding is time and patience. That time can be condensed (8 hours…
First of all: Thanks for the response! My focus is less on finding a solution within the engine and more on tackling the task of texturing first. As you can see in the image (and please keep in mind that I’m not a Blender pro ;-) ), there is a separate mesh for each piece of clothing. In the screenshot, the character…
Hello, I am sure there is a simply fix for this, but I am just not sure what it is. I made a basic fern, and the objects seem to be rendering in front of other objects in that same fern when they are supposed to be behind other branches, see video below for example. The example problem Any help is greatly appreciated
Need to use a modern workflow, such as sculpting and baking. Attention to detail is important too, for example your model could be greatly improved just by adding nails and perhaps grass staining or water damage to the base. Improved rendering also helps, for example realtime (or baked) ambient occlusion and cast shadows.
Falloff feature in Mudbox he's talking about is designed to prevent painting on non-specified normals. For example, default value is 60 degrees - so you will able to paint on surface normals which angle is no more than 60 degrees relatively to camera. Simple box example:
Thanks for the input so far. I have The Red Star, but that's an example of a hardcore game she would have zero interest in playing. I totally forgot about Cookie and Cream though, thanks. I'll look for that. I think that's a great example of what I was going for with this.
A general web search for 'pbr wood tutorials' should get you some good results. What may be infinitely more beneficial is to take some time to study the reference image and try to breakdown some of the details that make it look the way it looks. For example here are some observations that jump out at me: a. all the edges…