This is a project I’ve been working on in my spare time. The driver was sculpted in Mudbox with the hard edge elements Subd modelled in Max. I wanted to do a simple, single material render to give it the look of a 3D printer model. There are work in progress shots on my blog: http://redbranchblog.blogspot.co.uk/ Red
"True love is hard to find, sometimes you think you have true love and then you catch the early flight home from San Diego and a couple of nude people jump out of your bathroom blindfolded like a goddamn magic show ready to double team your girlfriend"
For the face I think you could study how Disney stylize their faces as I think it would work really well for this concept. Even though the faces are stylized all of the landmarks and shapes are there: I chose this image specifically because you can see the shape of the bottom eyelid/eye socket, an area that is really…
Note: This is for UE4 and I need the holes to be real - I can't fake them with a simple texture. I've run out of ideas other than brute forcing which sounds exhausting for what seems to be such an easy thing to do. Options I've tried: MeshFusion (that's what the array of cylinders is there for): It made everything super…
Well its not so much that one passage in particular got me confused... I dont think its written very well for NEWBS, but ... its a complicated prog.. I expect some learning curve. My problem lies in the fact that Im not getting the results I expect when I try things. So thats why my rather general "Help with UVs" thread…
Some things I noticed: The angle is really odd. Your lighting mainly seems to rely on an HDRI environment (of an empty office/industrial space?) rather than a studio setup. And if you did set lights, then the HDRI works against that. Some of the reflections seem to have little or no Fresnel falloff when facing the camera.…
I am done with the skin and i will upload it tomorrow. I wanted to be something that could be from in Akira with a 70's race/sport feel to it. It is not super in your face 80's/70's sci fi so i hope it still counts. Some pictures:
Ears should be moved backwards to right behind the center line of the skull. Take a look at nose reference. Her nostrils are sort of ending abruptly when connecting to the face when they actually steer inwards and fade out. A subtle thing but it'll do a lot I think.
Great progress so far. My main crit would be that some of your shapes in the forehead and browline are taking a rather puffy form when in fact the skin should have more tension as it stretches across the face. Keep it going man. The results you're getting are worth it. :)
I like everything folks! The rawness/lossness and greenness of the first fat marine was much nicer to me that the refined version. I liked the pockets on it too, and the fact that he was big but beefy (face/jaw). Its a shame the armoured version of the messenger loses some of the great uniform