Because I'm a masochist and I like to LARP as a graphics programmer I decided to make trees This is a (very) naive implementation of the tree generation algorithm described in this paper https://algorithmicbotany.org/papers/colonization.egwnp2007.large.pdf it's done in python/opengl because I'm far too lazy and stupid to…
Well, yesterday was not a great day. ZBrush kept crashing and I couldn't stream because my internet died (sorry about that). Anyway, I painted whatever was left to paint and tried to do the tail, which I'm not happy at all with. It just doesn't look quite right . Besides that, I think that the fur may need some more…
http://www.marmoset.co/toolbag/learn/materials Have a read of that. With all your maps, you're trying to define a material. How does that material behave in real life? Does it have a sharp specular highlight or soft? Is it reflective? Starting off, your gloss should be fairly basic and consistent. All of the same material…
@Larry For the smaller one, I've created a mask in photoshop with focus on having only black and white values then I used it as a stencil. This way I have the shapes that I want to refine with hand-sculpting. I learned a lot from here: https://youtu.be/RByXIvjcS7U The Bigger ornament was a mix of my weird ideas how to…
I had forgotten that Category links are automatically included at the bottom for tagged pages. The Game Industry page is a good example, I think "Texturing" as a main article will look something between that and a portal such as this, but not nearly so massive: http://en.wikipedia.org/wiki/Portal:Visual_arts Define,…
i've learned from working on Exanima that it could be an absolute nightmare if character customization, particularly armour layering, isn't properly planned out before making a bunch of assets for. I definitely won't be doing armour layering that's for sure, we'll just replace body parts with different pieces of…
I like your attention to detail as far as I can tell a very high degree of accuracy going on here, just by zooming in on those tracks (...btw an element that's kinda my thing) because usually not only the largest part but also screen space coverage as well, so stands to reason if modeled correctly then consistency will…
Hey! Thanks for the quick feedback.To clarify: * I am using 16-bit depth normal maps, exported in PSD format. * Regarding the World Space Normal map: I do use it as an input for a specific diffuse plugin to improve my texturing workflow. * About the seams: I definitely understand that a color shift at the UV borders is…
Eyes are a strange shape, pretty much lidless and don't conform to the spherical shape of an eyeball (lack depth). Edge along bottom of nose is too sharp, no nostrils, also no definition around the nostrils. Mouth is too flat, from the side the upper lip should protrude further than the lower (in an average human at…
I agree with NEKOTIQ Definitly need to refine the sculpts and put more time into them. I'm just seeing blobs of unsculpted clay. 1. Define your forms 2. Adopt a sence of fluidity to your sculpt 3. Dont be afraid to get really detailed. 2D also needs much love. There isnt enough definition to determin whats going on. Its…