Yeah, that “camera replacement” feeling is very real. A lot of the work ends up being about compensating for capture problems rather than creating anything new.In theory scanning should reduce manual work, but in practice it just shifts the problem. Instead of sculpting or painting, we spend time fixing lighting,…
I'd say the eyes are too far back, or perhaps the forehead/bridge of nose is too far forward. In the Dead or Alive character above, the inner corner of her eye approximately lines up moving straight down the face with the outer corner of her nose. In your model, this proportion is quite distant. From the front, the shadows…
Hey jonas-144 the scene looks really cool and is taking off very well and I like where you're going with this but there are a couple of things I'm noticing right off the bat that can be some fairly quick fixes for you and will really take your project to another level. I've been to areas like this in Sicily and Italy in…
its not bad, but its also not great. a bit boring overal as its just a chamfered box with pretty simple texturing right now. there are a few things you could do to improve it directly. for one, i would drop the dirt noise/grunge map and make that dirt by hand, atm its everywhere and almost distributed the same way. think…
Looking good! Just a couple of things that jump out at me at first glance. - In profile view, bring in the upper lip. Right now her mouth is making a convex shape whereas in the reference, it's considerably more straight. - Bring down the eyes a smidge. The top of her eyelids are in line with the very top dip on her nose…
Decent start. Mouth should be wider. Upper eye curve should slope a little longer towards the outside. Philtrum ridges should be softened a tad bit. Nose bridge should be softer on the ridge, not as sharp. Bottom Eye bag should have a more sharply pronounced wrinkle. Yours is smooth. CDPR's is sharper. Remember,…
3D Character Animator (Senior/Lead) As a 3D Character Animator at Vertexbee, you will spearhead the creation of high-fidelity, realistic character performances for an Unreal Engine 5 project. You’ll be part of a newly formed agile team of industry veterans that will push the boundaries of Unreal Engine to achieve artistic…
Full Court Tennis (FCT) is building a pro-level biomechanical analysis engine. We are seeking a high-level Technical Artist/Engineer to build the bridge between raw iOS skeletal data and high-fidelity MetaHuman avatars in Unreal Engine 5. Budget : 50-100hr depending on experience The Role: This is not a generalist role. We…
Hi guys. Loving your excellent render program and I cannot wait for Toolbag 3 to drop (I have some wishlist on what might be the new features) However, is there a way for me to get an identical look that I am having when I preview my working textures using Quixel 3Do. Most of the time I got the Albedo, Gloss, Spec values…