I like this character, but to me it seems he is wearing lots of soft flowing and folded cloth, maybe silk or somthing. I don't get armor from it at all. Could use a lot less wrinkles and more hard edges. If its plate armor with leather, the plate should be smooth and have hard edges while the leather would have medium soft…
The last bark sculpt is done! For this last sculpt I’m using it as kind of a kit-bash texture where I can use the vertex groups and an image mask to add or take away those black areas that the aspen bark has. It’s funny after doing this one to look back on that first sculpt I did and to see how undetailed it was, when at…
hello to all of you. Some of the architectural models that I came across on Turbosquid did not use bevels, I was wondering while I was researching, I came across this article on turbosquid Holding/Support Edges Holding/support edges present to retain shape after subdivision. This also applies to 3D text. NOTE: For…
Hello, I've finished a couple projects with good results, but I see people mention sometimes to maintain good edge flow on low-poly models. Does edge flow matter if the model is not being subdivided? I haven't had any problems yet with what I've been doing. Are there any general tips to keep in mind when create low-poly…
so for one i do think you did a good transition of the concept into the overwatch universe in terms of proportions, i do love the concept a lot but its a bit too toony for what overwatchs style is. maybe the eyes are a bit too big still and could feel a bit more humanoid. i will try to stick to your work and not compare it…
Not sure what the terminology/usage is in blender, but make sure it's subdividing along hard/creased edges so you don't lose your shape (again, we aren't making it soft here, just want to use sub-d to add more geo to do the heavy lifting). Here's an example in Max, using the low poly and sub-d with hard edges (the low poly…
I would agree with what has been said already - right now is a very difficult time to get jobs in general. It looks like you know the workflows technically, but your works are too basic/not complex enough for a full portfolio piece. What I mean by that is not that you should start creating huge environments or characters,…
Not the first thread on the subject, but I was hoping that some of you more Maya-savvy folks out there could spare a minute to enlighten the not-so-elucidated on some basic niggles for someone making a more serious move from Max to Maya. In no particular order: 1. Is there a script or native function for just selecting a…
Been having a few issues with Curvature maps not working on my latest piece of work. I'm doing a large portion of the work flow from nDo, dDo and using the nDo map converters as the work house to create most of the maps needed to plug into dDo The first piece was a pretty simple Pillar, I did have some issues with unwanted…