I'm no character artist but I can already tell the proportions look off. The upper chest and shoulder area is way larger than it should be, and the distance between the legs is too wide. His legs look so thin they would snap under his weight. the arms and hands are totally flat. As for the mechanical aspects of grey fox,…
And here's some stuff from just the last month. I'm currently focusing on improving my hard-surface technique. After that, I'll be using the same models to work on my retopo/texturing (Blender/Substance) for UE4. And a bit of fun with photogrammetry. I've taken several thousand photos of old Korean statues and architecture…
That really isn't that tight of a budget. :P The question of which for what comes down to what you are making. If you have what are essentially large blocks of similar colors, or smooth gradations, you can get away with smaller diffuse maps and letting the bilinear filtering work for you, while getting a nicely detailed…
Just wanted to throw in my two cents. I was following Phillip's method as well, and was also having a little difficulty getting a similar result for the rough surface in Zbrush. After messing around with a few things, I ended up grabbing an image of crumpled paper off of google and turned it into an alpha. By using that…
Are you talking about concentric ripples like Mark's example? Or are you talking about larger wave ripples? There are many ways to do waves for a game. Are you making a game water surface? If you make a tiled looped animated wave texture, this generally sucks because you see the tile repetitions across the large water…
For time it varies wildly. If this was a first person weapon then you are probably looking at 7-10 full working days from start to finish. With that said, the metal on these were heavily worked, and have tons of interesting detail that you can add to the normal map. ZOOM in to see the surface details. Also, be careful…
For the ground, don't use a cubemap in this scene, it will not look good. Cubemaps are better when used in more generic situations (For prefabs that need global reflection according to the surrounding[preferably without big flat surface] but not so much on surface reflecting clearly the actual scene), if you create a…
I have only done a little with photogrammetry (and a lot more with laser scan data) but I have generally struggled to get really accurate scale. Based on the way his prints fit back into the real world, it seems like he has scale dead on accurate. I have been using 3d printing to develop intake parts for my auto-x/track…
if retopo is needed for organic shapes then i either have a workable basemesh as my sculpt level 0, or project the topology i want over the highres. and for hard surface assets there's usually a sub-d cage available to serve as a starting point. the auto-retopo solutions i've tried don't satisfy my clean-mesh-OCD and…
I'm not an expert, but from what I've seen they use LED panels to light the surface from different sides and then use that to generate a normal map. And they use cross-polarization to isolate the specular. Camera stays stationary. Whereas with photogrammetry you move the camera and use parallax to generate the surface. And…