Hey everyone! Long time without posting! Here's my latest critter: The Dark Mother. More on: https://www.artstation.com/artwork/lDvYXV I made a little video I love you can see there! This creature believes herself to be a deity. If encountered, one must kneel and divert their gaze. Such display of workship may offer a…
Hi so I was wondering if I could get an opinion on something. When you finish your model and about to export it, is it a good idea to sometimes remove extra edges. Here I have an example incase I'm not clear. You see I have these two boxes next to each other and they have it where lots of edges to it. Now if I wanted to…
Hey all, I'm wondering if there is a method of automatically making a mesh's faces be of perfectly equal height and length. I'm using Maya for this. Basically taking the smallest face on my base mesh (the ends of that rectangle) and sub-dividing the mesh so all the faces are perfectly square (other than using Insert Edge…
Hey guys, I've been using xnormal for some of my bakes lately and all seems well until i encountered a few problems regarding on this particular mesh, what bothered me is this little gap when i try to bake from xnormal as shown below. I use maya and I've tried softening the normals, flipped the normal's face along with the…
If been learning Zbrush this past 2months and I came to the realization that remaking a base body & face for every character will take alot of time that could rather have been spent making the full character. So my question is, is it ok to use some premade base mesh for making my own characters? An anatomically accurate…
Engine Room VR is looking for a freelance artist who can rig our characters faces to be used with Rokoko's Face Capture software. The artist will have to be able to setup our 3D models face so that it can work with the standard Apple ARKit 52 Blend Shapes. We are currently using Unity 2021.3.5f1 LTS. Pay is negotiable and…
This is a pretty decent start. Your hair cards looks better than my first attempt at hair cards! :lol: Your texturing in general needs some love, there's a lack of contrast in the face and the clothing meaning everything looks flat. I would definitely spend more time working on colours in the face and general skin…
Using averaged normals still provides more seamless look but generally not very good for hard surface objects having flat surfaces . Especially shiny ones because of gradients. in certain conditions you can use face weighted normals without edge splitting but not pure averaged. Face weighting transfers shading gradients…
Characters - for this trailer only I used celeygons Eddie basketball content. Since there are 8 teams to choose from, I had to make 8 different jerseys and also a total of 16 faces. Using Photoshop for the jerseys and with the create a face feature in iclone 6, I was able to use one face as a template and create multiple…
The area of interest is indeed around the red marks as it is the most detailed and the most interesting. Focal point however my eyes are getting directed to the bold text on the bottom left. Allow me to explain. - First, your light and shadows are creating real strong lines pointing down. - Your shadow leads the eye down…