Why is it so important what other people think of you? You are an artist if you decided that it is your calling in life to make art and you're going through with that. Naturally, a lot of people have issues with that because everybody is being measured according to how much money they have or make. Artists traditionally…
Justin: The Voodoo´s got the ball rolling, got the base-work done. They were pretty much the only viable option until the TNT got released. They served their function perfectly, and from there, we got a few options to choose from which all conformed to tech built on, and based around what we had established from the VooDoo…
My apologies for such a massive delay between updates; Ive been working on another 3D project which will be posted on this forum soon. Almost all of the assets have been modelled and imported into Zbrush for sculpting. Current progression is below, with the face and the fringe currently being worked on: The fringe was…
From what you describe, the "helmet" method is what you might want to try for hair. It's probably not much different from what you've already surmised: You make a shape that matches the hairstyle and use alpha on the ends, and use additional alpha planes for a more layered look. Whether or not all this is welded together…
@ Xoliul - Thanks a lot for the kind words, It's a huge encouragement. I'll try to answer your questions as best as I can but I'm not sure I'll be of any help. :) - The consistency in colour has been a constant battle. UDK's lightmass has some great features in it which can also be a pain to handle if you are lighting…
It's getting there. Below are two images with notes on more specific things that catch my eye using Megan Fox as reference: Sorry about my bad handwriting! Here are some things you might want to consider: - I think the eyebrows can be lower to avoid the surprised look. - The forehead is too wide in front. The forehead is…
You shouldn't be modifying the topology of your model after baking your normal map. It disrupts the math involved in calculating the direction light will reflect off your surface in accordance with the vertex normals. This is evident in your last image where you have black seams along your cube's edges. If you want your…
Its looking ok, its off to a decent start. Like pea said, its kind of rough and it looks like you rushed to knock in some very small details without refining the bigger shapes. Without a frame of reference or a point of comparison its hard to say what is spot on and what's a little off, because the reference is in your…
Alright so here I go again, another character. Going to record this one on poylcount and artstation. I won't bother posting all the reference I used but I will post what led me to make this man (he isn't finished at the time im writing this 11/10/2019 EU). First stage: The idea I always wanted to make something simple, I…
Hello everyone, I'm having some pretty ugly aliasing happening on my textures, I don't believe it's really an issue with my hard edges as it happens to details that are only present in the textures(diff/spec/norm). I have spent the past week searching the forums and google for every possible bit information and trying…