Ned hasn't confirmed but it looks like he's using Blender and the stock UV tools there are somewhat limited. Below is the result of a Cube Projection unwrap in Blender. Compared to other packages it's not that usable. Smart UV Projection might work a little better but it's still not ideal. Slight distortion on a small part…
here is my take on your texture. every artist will have a bit a flare based on their observation, cant teach you to paint, but i can try to show you what you are missing and need to see harder here are some principals you can look at, you may or may not know them, (im writing this in your thread but anyone here can read)…
Re: the head, You seem to have a pretty decent idea of the general bone shapes in the face and skull proportions, which is great. Looks a lot better than my first attempts. Eyes- you have the glabella and orbit pretty much there with pretty clean planes, and thats always good. She could do with more fat above the eye, so…
[edit-- some of this stuff may have already been addressed... I didn't see your 2nd page somehow :D ] This is some cool stuff, and your output is pretty quick. How long on average have you been taking on those busts? Oh, and you've done it a couple of times with the figure sculpt, but in the future could you post side…
Alright, this is not the nothing like the zergling from the concept. Yeah a dickish thing to say, I know. But hold on. What you have made so far is your idea of that zergling. I mean, you have the rough idea of the concept, but you haven't actually 'looked' at the concept. In a production environment your model would be…
I think it looks great and a tree log would work nicely in overall composition. Also, your trees look very good. I had to look very hard to be able to discern them from native Summoner's rift trees. What I think you could do is update your rocks a little If time allows. If not, I'm sure, your next hand-painted piece will…
Wrap mode painting works best with a plane that has no depth - the thickness to your plane is going to cause brush strokes at the edges to behave differently. Its also going to potentially cause baking artifacts if its not razor sharp (the baker will try to generate AO in those crevices). You can use array mesh to instance…
Make inside edge loop split /hard / with split vertex normals / whatever they call it in Maya and slide it up front a bit as well as having uv seam there too You would be able to make the sharp looking edge rounded by a normal map too.
Quixel is at it again. They are giving a few lucky people keys to nDo or dDo "LIKE and SHARE Key Giveaway Take Two! Help us spread the word about dDo & nDo by sharing our page and liking us on Facebook. We will be randomly giving away dDo & nDo licenses to lucky new followers and to those who help us spread the word about…
Looking pretty good so far! I would say the transition of the barrel from the cylindrical shape to the octagonal shape is a little bit flimsy looking. I would try and give that part another look. Alsoif you give your model a slight bevelling on all the sharp edges I think that will make it look better