Hello everyone, I'm currently working on a small interior environment project in Unreal Engine that includes only a corridor and a bathroom. I have set up my perspective and blockout based on a concept art, and now I'm at the stage of refining the scene. I have a question regarding modular versus unique approaches for…
MagicTints updated to version 1.1! WHAT'S NEW: - Now duplicated layers are renamed to "New" instead of original layers being renamed to "Old" - Better caching/handling of the color reference images - Better handling of visible layers in hidden Photoshop Groups - Fixed handling of Clipping Mask layers - Improved color…
I used the t-pose because the base model was that way, and there had already been an animator who was working with it, so I didn't want to mess with that. But yeah, I usually would do the A-pose. I have made the shoulders and arms a tiny bit bigger -- volume wise -- because when brought down and bent they lose some volume.…
If you'd like to get some of your cloth wrinkles less "doughy' as you said you could probably play around with using the hpolish brush, dam standard, pinch, flatten, trim dynamic, etc. and go over some of the spots where you already pushed out some of the wrinkles. Mixing these types of brushes on your wrinkles here and…
Wow, thanks for such an in depth critique. This definitely helps for getting rid of useless edges and I highly appreciate that. Some things to consider on my next post after deleting edges are: The body is one piece, while I do agree that the pieces should have been modeled separately, I can detach them in the unwrap…
Nice start on the environment ! The creature is not bad but I think you're put in fine details quite too soon. The base sculpt is too muddy, not refined enough. Also, you might need some anatomical references, try out this website, quite useful: http://anatomy4sculptors.com/?menu=10#body Also some bodybuilders might be a…
can tell your doing the Ryan Kingslein approach. stick to it I use that method all the time for cloth folds (I assume your sketching these out with polypaint than converting that to a mask and using inflate?) I think its looking really good so far. you should be looking to firm up some of the folds. look for planes and use…
I like the cleavage porthole which 2 & 3 provide without the spikey trim. Either way tho, I love the look of the Black Swan turtle-neck thing, so i vote for keeping that around. What if the material over the tits was just a even strip like in #2, and kinda scooped under the boobs and drew upwards to run underneath the…
I've made a lot of changes since my last post. - I re-built the ramp and added trim - Adjusted the glyphs (emissive color & pulse effect) - Fixed the texel density on the big tree and roots - Added moss - Added rocks to the entryway - Added my skybox - Added more directional lights - Added more foliage and color variants -…
A few redesigns on some stuff I've removed the depth of field for now, as it doesn't work well with transparency :( . I'm messing around with the colour of the strip that runs either side, looks fairly nice in orange, but that's something that is incredibly easy now that I've started to set my materials as instances.…