Sorry I haven't joined in. I finally have the time necessary to go full steam ahead with this. Swizz, I love the new direction you went. I would've liked to see something more realistic out of you, but it looks sweet. :) I tried out sculptris today and liked it as a conceptin' tool. Here's a bear head which I don't really…
[ QUOTE ] looks to high poly for realtime, and too low poly for cinematic [/ QUOTE ] Most definately not the case. It may be too high poly for 5 years ago, but this is easily rendered in any modern engine. Texture memory and draw calls are the big performance killers these days, 10,000 or so polys isnt going to really be…
Keen, this is a pretty cool piece, but I think you should take another look at your reference and adjust your high accordingly. Namely the area I've pointed out your in ref. I just think you could better define this area. One other thing, I really think you should add at least 1 more division to represent the curvyness on…
good job! those highlights r insane but ok :) next time - focus on the big shapes, and make your highlights (' shapes) in accordance. as in, highlights reflect form, they can't exist on their own. and form is defined by shape (and supporting rendering), so, make sure uve got the whole shake-n-bake lighting going on to…
I'm not sure what you mean. The tarmac texture is just tiled over the flat surface and cracked pieces alike and the gravel underneath is probably either; a separate mesh where they hide the edges with the cracked parts geometry ; blended in with vertex colors ; or using a second uvlayer and a uniquely unwrapped masktexture…
Nice progress! I'm glad to hear that you're making your own brushes, that's an important step in painting in my opinion. Using a brush pack is fine to get ideas, learn something new, or maybe if you just flat out can't seem to make your own brushes... but crafting and sharpening your own tools really helps you define your…
Man, your skills surprise me! You're quite young and not even studying, but you seem to be able to complete a full 3D char with pretty good handpainted textures already :) Some feedback: - The arms seem to bend a bit weird, especially how the bicep ends in the lower arm (I know the anatomy is stylized, but it should still…
Its just something I noticed and I might be wrong but my eyes say no there definately is a problem there. Its one of your shots on The Hideout where you show a wooden structure piece. This piece I could not see anywhere in your actual scene renders and the wooden structure seems to have ngons in them.…
I'm no expert,but i suggest before you move on to uvmapping or sculpting that model,you work on it more.You got alot of poly's that arent defining anything.Even though you have alot of polygons,your model looks boxy.The anatomy is off too.Try to find some references of bodybuilders or so.For the pipes coming out of him,i…
Bump mapping is no secret but that's not what I'm talking about. It looks like the "special map" has some kind of wanted or unwanted dither in it, making the whole thing look more highres than the nm + it's simpler to sharpen the black n white bump map compared to the nm. And this is totally on topic bc I guess that's…