I use Konqueror as it's the default in SuSE, but also have Deer Park (FireFox 1.5) installed too, as there are a lot of things Konqueror won't do unfortunately. As far as Windows goes, again my main browser is Explorer 6 (I can't stand 7 even slightly, look and acts like FireFox).. but I have Deer Park installed as backup.…
No drawings or sketches today, but lots of references! I began thinking on the various non-human details I wanted to incorporate into the Siren's appearance and personality, creating a massive list of creatures that I streamlined into 14 different creatures, not including the central human template. Piranha: The first…
Have lots more geo. Imagine your mesh with some subdivisions, and without that problematic vertical sharp detail - once everything looks correct, you can easily get that vertical sharp detail by pulling an edge without much support loops.
@mettigel, They come from having sharp right angles and are just more artifacts from having a high and low poly with sharp angles and a different number of edge loops. The first page of this post talk about this in detail, provides pictures, and offers solutions.
Looks very nice in the lit shot. Are those firm lines at the side of the forehead from ref? Looks a little to sharp, but I could see that happening for some people. Ears seem a little soft -- accurate, but not as sharp as the rest. Nice sketch, congrats.
I added the fog a little bit, ambient occulsion, and sharped the image in photoshop. Personally like sharp pics. I will fix the wire after, and it's probably gonna be my final render, but still, all critics are welcome. Thank You very much.
Joost's advice is spot on, but just a few more things to add: The aperture you'll want to use will depend heavily on distance to object. If you're very close to a small object, F8 may not give wide enough DOF, so some areas will be out of focus, so you may need to go down to F16 or so. For large objects that are further…
Hey everyone! This is my first time posting here, and I am very excited to finally share a personal solo project I have been developing in my free time over the past couple of years, alongside my full-time work as a 2D artist. What started as a small experiment gradually grew into a playable prototype. I’m posting some…
cool concept, coming along great so far. Only crit is it looks more like a big popsicle than a sword... mainly because there's not way to tell that the blade is sharp. Maybe make the texture lighter around the sharp edge of the blade?
I agree with Notman + I thing the chin is to much sharp, especially in side view she looks odd. Eyebrow is also wrong. It should be wider and less sharp on the edges. Keep going, there has been a lot of improvement in last update.