I've been in awe lately at the amount of amazing hard surface weapons and vehicles constantly flowing on Polycount. It's a little demotivating in a way, I feel like I would never reach the talent displayed and always be a few steps behind. So many amazing artists. In comparison to other fields, would it just be better to…
I'm currently unwrapping an environment that I will be hand-painting, so the more of this style I get to see, the better. :) I would say that your textures are cool, but I think the cliff texture needs a bit more contrast, as it is showing a little flat on the model. Also on that texture, where you have used the smudge…
Is the red swirl supposed to be the potion? It doesn't really look like liquid. On the other hand, it doesn't really look like glass either. I think the current version looks most like a paper lantern. The swords look nice, though the leftmost one is a bit blurry in places, and the handle looks very unfinished. For the…
'double turbosmooth' whaa? You mean just adding 2 iterations? I tried with a more dense base mesh but it got out of hand how messy it was getting. Trying to retop for a low poly is unrealistic. This is for a shape like a r2-d2 helmet, with a slot cut out of the top:P
Well done so far. I haven't read what others posted so forgive me if I repeat. The last image in the thread, the back of the sculpt is ballooned out, there is no rib cage. It's the stuff you don't see in the ref pic so I reckon you don't know. Anatomy will solve these mistakes so get to know it. Your back bulges to the top…
I for a character I might use a combination of zremesher, maya and 3dcoat. Zremesher for a basic starting point to model from, maya for any hard surfaces. 3dcoat for those awkward hard to reach organics where edge flow is important eg hands/fingers, armpits etc. I still need to try using the maya tools more but they didnt…
Vert very late update :) this is not the posed version yet (I wished!) My rigger and myself have been very busy lately, I'm hoping to get my hand on the rig soon enough. Just a little update on fishbones. I'm really having a hard time with hard edge but I'm glad I finally finished the sculpt. I'll be going into the low…
it's very bland... the entire thing just looks brown, and that's not good. you need to get some kind of contrasting colours in there just to break it up and make it visually interesting. also, the quality difference in the organic vs hard surface textures is noticeable. it's almost as if you used a certain plugin for the…
Hey, thank you Muzzoid! That sounds like a great idea, it's what I internally settled on as well. My only worry would be the bottom view of the hair with this set up, it might still be awkward... I'll have to figure it out when I get there (༎༎゜▽゜) Today, some more blocking out, and some more refining. Did a quick placement…
I'm trying to bake a high to low normal map using Substance Painter (I've tried Substance Designer too). Usually I'll use all soft edges on my low poly, but that gives me some severe gradients, especially on this model. So I've been reading up on using hard edges to get a better bake. I'm using Maya, so I mark certain…