I would usualy start in photoshop, overlaying on a new layer with different colors a breakdown of the elements it can or should be split into. If you want to get more detailed in this stage you can mark what can be modelled using tiling mats and what needs to be individualy textured/baked. Then the next step is to make a…
any of the above. If something is too high poly, retopologise it -- anything you get from any program will likely be high poly, its the only way to get those wrinkles, from there you make the decision about what needs to be geometry and what can be handled by a normal map. Model the shape manually without wrinkles and with…
I'd recommend trying to capture the likness and the anatomical features at lower subdivision levels. All the mistakes you haven't fixed in the lower subd now really show, the anatomical inconsistencies are very strong around the eyes or the mouth, by trying to adjust the highly subdivided mesh you are only making things…
Big stupid hat. It's just something quick for testing. Let a guy have some fun, ok? Getting the modular system to work is a big, complicated task of organization and lots of back and forth between the artist and the programmer. You really have to have strong communication, otherwise you're going to get frustrated with the…
Yeah, many people told me to avoid Ryan even if i want to start to learn anatomy. No idea why.... I'll my final questions about learning anatomy. I know how much many times has been asked and answered. Yea will accept the fact that, i should start to draw and learn anatomy in that way. 1.(How someone can learn drawing, if…
For me I like to follow a tutorial (making notes as I go)... this gives me something that I can complete fairly easily and gives me more confidence with whatever it is that I'm trying to learn as you get a finished product at the end. Once I've done that (and this is the most important bit!) I like to then give myself a…
"LEVEL DESIGN: FALLOUT 3" is very misleading if you're just skim-reading. You should instead use the name of your mod (if it doesn't have one, give it one) so it reads more like "MYMODNAME: FALLOUT 3 MOD". As mentioned before, as far as actual GAMES are concerned, you've not got much to show. Your offline renders won't do…
so i did some baking today, and some stuff worked great other didnt .... so i baked everthing at once, but instead of exploding the object beforehand, i created groups that don't touch each other :) and here is a collage of all my bakes: Some bakes worked great and as aspected: TG Normal OS Normal Volumetric Gradient AO…
Looking like you got some good work in it to me, just a few small things. The walk cycle for the human in the middle of your reel it seems a little bit like hes gliding along, maybe needs a little more up and down movment in his body. To me it could also be a second or two longer, he only takes 4 steps and just seems a bit…
Nice painting, I like the character in his expression...I'm a little partial to yetis anyway....As far as the depth difference between the legs, I would say that darkening his left leg (the one farther back, it would be under the cast shadow of the body) slightly, and reducing the number of hard/contrasting edges created…