The first pose seems to show off a lot of the models flaws (hands, chest looks sagged, etc), however the second pose looks great (Other than the clipping). Great work over all, and some awesome texturing going on!
Its 100% procedural :) . I used the Cartesian to polar (or was it polar to Cartesian?) to make the spiral and the "star, and loads of warps and blurs to get the web to look more realistic. There is an adjustable parameter in there for gravity influence, causing the web to sag a bit too.
Working on the high poly first, the screw might be a bit too big, I also started working with a script that helps with high-poly mesh generation so a lot of thi swas R&D
They already do that in SWG. Just everybody except wookies speak common most of the time. Wookies can only speak wookie but can learn other languages so they can at least understand them.
I'm using Maya and UE4. I need to swap out lots of different clothing items on a single character. I'm not sure the best way to tackle this problem in a way that I can have a huge variety of items without fighting the rig too much. All the tutorials I've found about this suggest using the character mesh and tweaking it…
Hey everyone! You can’t help but feel that things are missing in your game when comparing your title to gorgeous AAA productions like Uncharted 4: A Thief’s End and Zelda: Breath Of The Wild. But that doesn’t mean that we can’t be inspired by them. One thing that really stood out to us is their extensive foliage…
So im working on consolidating a bunch of different objects onto a single texture sheet. I selected all the objects added a unwrap uvw modifier and rearranged them so they all fit into a single sheet using uv channel 2. Now when I do render to texture the diffuse transfers over fine, but the normals go to hell. First I…
Hey Ivan, You have some great work on there, I like you're substance designer work partially. Personally I'm not a fan of how you have you're work displayed into "albums". Usually with a portfolio you want to have all of your work as easily accessible to a potential employer as you can with out them having to jump through…
Hey dude, for a start I deffo wouldn't use a game character as "reference" maybe "inspiration" but definitely not "reference". I think you should start in blender if you know the package well get a solid base and then move to Zbrush. Once your more experienced and have more understanding of anatomy then you could move the…
I agree with Torch; you don't have to do it for every model certainly.. but why not include technical details? I think including as much relevant technical detail (textures, tri/real vert counts, wireframes) can only help—provided your under the hood stuff is up to par of course. Consistent texturing and efficient UV usage…