Got a few more scaned avatars, already did the improvements on all of then but I will have to stop the working on the scene for about 12 days due to work the big beard guy suffers to the same problem as the blocky hairs, so I painted a few white hair in it for try breaking a bit the blocky look. Here is the results (his…
@AlexKola- going in the right direction. I feel your painting would benefit from more bounce-light and bounced colors. RIght now all your colors are local, which looks dull. Also your value-contrast is equal all over, the painting would benefit from more conscious focal-points. I also think some more SSS on the skin would…
The difference between the two images is only the lighting condition, not the lack of SSS. But there are tons of other issues you should focus on even before that. - everything is blurry - the beard doesn't blend with the skin at all - the facial structure looks mushy and improvised, you should definitely focus on anatomy…
BSP is mostly used for prototyping and testing. It's fine also for a demo-reel (if you're a technical artist and want to show you know the engine and how to make a very workable environment with rigid toolset) but it would never fly in a modeler's demo-reel, let alone during a real game. Animators would stand more chance…
Yo. I didn't read every single post in the thread, because I am tired, but your persistent and relatively cool-headed responses @TheAllusionist piqued my interest enough that I gave things a good once-over and figured I would offer some additional perspective/feedback. The... system(?) I suppose I'll call it, seems a bit…
Kiyamlol: The 3Ds Max part is still applicable. As for materials, the only part that may not be relevant is correcting the 2D-sided shading via custom lighting, since that was specific to UDK. Setting up a master material and a wind shader should still be fairly similar. There will be of course differences in how you…
@Kassyndra Lots of friends liked the charm too, but I really wanted to avoid the hearseeker theme haha. Now with the climax added, the stun fits the best imo, let me know what you think :smile: @Nalmoth I've already tried a faster rotating timing but it bringed chaos on the averall animation trust me^^" That's why I set…
Heh? Everything you just described would make stuff easier and cheaper, not expensive. All you need is one good shader artist that creates specialized functions, and all the artist has to do is plonk in the textures where needed and be done. Plus, you can't simply throw displacement maps at everything, even for interesting…
just reworking some older stuff. really digging blender these days. I was a bit inspired by a wesley snipes model I saw recently , so it kind of proved that blender is totally capable these days https://blenderartists.org/t/blade-wesley-snipes/1548398 but my post is more about displacement maps which have really been…
Thanks for the breakdown of the workflow of her eyes. Looks pretty neat. The only thing that I've been thinking is whether to bake the normals of those veins also to the cornea to pop them out a bit. Because I think cornea might "hide" the definitions of the eyeball's surface details by being more dominant with its glossy…