never liked seeing characters with obvious differences in texture resolution between body and face so i'm trying to avoid doing the usual sculpt-everything -> bake down into one set of textures here. i've been working on decals and detailmaps for the body in the last week. ideally i'd like to use 1024x1024 texture…
@markvalor Thanks, I'm trying my best... yeah this cloak is serious business, I'll try and break the symmetry but first I need to figure out how to model some convincing folds and wrinkles. I got to work some more on this. Refined the boots and gloves, worked on the face, added some small details here and there. And now…
Another small prop for the k700 tractor scene , some rocks : Sculpted and painted in Blender + gimp for tweaks , uses a bake of inverted normal Vray dirt as a guide for edge highlight . I put quite a strong edge highlight in diffuse : i didn't want to make that excessive , a kind of fake lighting , i just wanted dirt and…
haha thanks very much ravanna, its partly down to the fact that i left university thinking i would fall niceley into a paid position then reality smacked me in the face and ive pretty much done nothing but work on art since leaving hoping ill get a job at somepoint but if anything the situation has made me more focused on…
On the rigging side of things, one of purposes of this survey is to see if external kits are viable (probably as DLC) with Modo Indie. One such kit is the ACS [ame] https://www.youtube.com/watch?v=i20FXD80-XM[/ame] Regarding the scripts, its a tough challenge they face. Like Maya LT they cant toggle on python scripting…
A couple of things to point out, In some situations such as first person guns can have more UV space dedicated to the back. Though this is done mainly to save texture memory and the fact they are generally viewed from a certain angle. Faces are often higher to allow for close ups. You also need to understand how mip…
@ VanLogan Heres my ref, if possible are you guys able to address 3D texturing application question too? Hate to bug you for responses but it doesn't seem like I'm getting many. I think general feedback is most appreciated like What Josh said (e.g. things to watch out for) - anything I can apply to my future studies to…
the fact that you've never seen anyone complain about design doesn't mean that nobody complains or notices such things. for example: http://forums.obsidian.net/topic/61306-armour-weapon-designs-a-plea-part-ii/ http://forums.obsidian.net/topic/60115-armour-and-weapon-designs-a-plea/ over 50 pages of discussion about fantasy…
This looks like a great start! I have to second the point about the arms. IMO the torso should be more skeletal, to fit with the arms and be more recognizable as Grevious. The fact that his torso is quite meaty just doesn't fit with the skeletal arms. You could make his torso really thin and emaciated and that might fit…
It's likely just a density issue. Zbrush doesn't smooth between vertex normals, so it keeps things nice and faceted until you subdivide it to the point where the faces become so small that they just appears to blend together. If the seat has denser/small polygons to begin with compared to the body, then it will appear…