Hi! Overall the scene has a nice mood :+1: On second look, some notes: * Did you work off references and/ or concept? Would share those too, for context. * Proportions look a bit unbalanced to me. For example the beams holding the roof look massive in comparison to other elements, making it look very top heavy. The…
pretty awesome colours! it seems like the sculpt isnt very sharp in places it should be(teeth, edges of fins etc)the whole model is just a little bit soft? Could also do with more small folds in its skin to emphasise the massive size? If this is due to a particular art style youre going for then please ignore me :P eg this…
True but you can also do blending without using material layers. Just by having a material ID and certain colors assigned to certain textures which are tiled, this seems like the optimum solution for me because that way you can share textures for various interesting effects, while still keeping things nice and sharp within…
I think that if you make sharp edges to the ribcage and pectorals you should threat the rest of the body with some shar edges as well. Like to the triceps or the knee caps. It feels like you're using two different styles.
hello, im looking for Modelers,Texturers,Riggers,And Animators as the title states. this project is for a 2.5D fighting game -5 Characters(possible DLC) -5 Stages(possible DLC) the game is called "DeadLine__" where the characters in-game use what they use in their jobs/occupation to duke it out. hence the comic style. i…
Unreal engine 4. A coop online first-person puzzle game. Players need to collaborate in these situations to overcome the puzzles! Really exciting project with great capacity. We have a good scope and we are not one of those teams who have big goals and never finish because if unreasonable scope!! We are a very dedicated…
@FrankPolygon Thank you very much for your post. I think that you are right. I currently borrowed Nikon D90 with lense 18-108mm. Here are examples photos - https://drive.google.com/drive/folders/1fNPIJ4f2Fm6kcvngAPbopVXen-4u8Rz4?usp=sharing These were taken as NEF (raw format) and I did some quick post production in…
Team Name: Eion Team Structure: me: a 3D animator 3 programmers a sfx composer a 3D modeler Previous Work: here are my animations I've made in sketchfab, I've also made a lot of other animations, but these are what I have uploaded to sketchfab game progress: youtube channel is from all our published work that has been…
My guess would be it is the way you unwrapped your lowpoly. That 90° angle of the box shares the same uv island with two sides of your box so the normal map tries to compensate for the extreme angle change (correct me if i am wrong). You can fix it by either placing your seams at the sharp angles and producing more islands…
@Lightweight - a few things to consider: - The lighting conditions in your photo are very different from your choice of environment light in Toolbag. You'll want to pick a lighting environment in Toolbag that is much closer to an overcast sky if you're intending to closely match the appearance in the photo for presentation…