ya, looks concave to me as well. i think its the shadows around the nose actually. yes, the right side is darker, but the left side is dark as well, when thats the side the light is coming from. dark shadows on both sides push the nose back into the face. i really like the colouring in the eyes thou. you did a pretty good…
My cheap hack approach to rigging that up would be to set the eye bones a little farther back down the body of the creature, so they rotate along the surface of the eye with a "flatter" arc. You might even have to move them outside the surface of the mesh a little. Try it this way if you'd rather use basic rotations to…
A while ago I used a FX shader posted by another polycounter that (IIRC) used the four channels RGBA of a single Vertex Paint modifier to blend between four diffuse/normalmap sets, one channel controlling each set. It was all done totally in the viewport, in real-time, pretty cool. Is this the kind of thing you need? I can…
you have your answer right at the end of your post - fix your bake. I forget exactly what painter is doing here - I've been through this with a number of artists over the last few years but it's been a while. IIRC its partly down to what gets picked, partly the color space transforms applied to picked/painted colors and…
Thank you for the information you have already provided in this blog. It looks very nice. Could you help me with some questions I have regarding your unwrapping and texturing? So you have created a tileable stone material (brick) but how are you handling all other brick related materials? How would you texture a stone arc?…
E X A M P L E S O F A D D I T I O N A L W O R K Space Hulk, FunPlus (Masters project). Character by me. Pistol and face texture by Yi “Iris” Zhao. Floor tile by Yikang “Wade” Peng. As seen in Maya and on Sketchfab. Morphosis, Masters project. As seen in Substance Painter.
I'd recommend parenting locators to different points on your rig and then turning on trajectories for those objects. This will allow you to easily see what each part is doing. I say this because currently the arc of the head of the axe feels very squared off instead of round. I drew some dots on your Syncsketch so you can…
A shotgun shell doesent look like that iirc......all the ones ive seen, the plastic fits inside the metal, you have the plastic fitting over the metal. Specular is nice on the metal, red plastic you could add some ribs on the bump map? Something like this: Material wise the red looks too similar to the metal, it needs to…
Alright I've turned off stepped mode in this version: https://syncsketch.com/sketch/137074#158143 There is still some clean up I need to hit up in some of the slow-ins at the apex of the bounce arcs. And I think I'm going to push the ball forward overall so I can get nice contact and bounce back with the wall. All feedback…
It's right at 1499 tris (I had to chop out the backfaces from his feet, lower legs and tail) - some of the geo is a little funky but works and I just went with even texel resolution. In retrospect I should have dropped a loop from the iris of the eyeball (I re-used their eyeball mesh) so I would have room for teeth and a…