God dammit, this is frustrating. Tried exporting it as a triangulated mesh with default settings and tris. Tried a bake without a cage in xnormal and one with. The one without misses the inner circles, the one with only misses slightly. Can't really see any difference between them either. I'm honestly not really sure how…
Edited OP with most recent renders- LESSONS LEARNED: 1. Stay in quads as long as possible.. I had to triangulate the mesh in order to get it to preview correctly in Quixel, and didn't realize how impossible it made cleaning up the mesh down the road (lack of edge loops, poor smoothing). From now on, I'll be creating a…
Alrighty, after working a day or two on the model. I feel it's shaped up a bit more proper in the sense that proportions are up to fitting this character based on his style and exaggerated body type. At first Shotgun I had a hard time understanding some of your critique but I added more muscle definition (large muscles)…
The arms are short-ish. It makes the legs look too imposing. I would try to balance off that equation. The arm with the big gun is not giving the model a lot of strenght, as it goes back. Maybe it should be bigger towards the front, instead of the back. Make the gun a bit less slick and more hard angles, it would create a…
They get payed assloads more (esspecially in the US) because they know their stuff. So even if "they" from time to time go out to get some coke that isnt their main task. On Tuesday I got another 3 days to finish a char before on Monday I should start on a different project. I went to the producer and said I can spend my…
What? You obviously didn't realize that (as it was stated on the blog), even though you seem to have a pretty strong view of how Valve designs games. Yes you keep saying it but that doesn't mean it makes any more sense. If you weren't awares, Valve just wrapped up Left 4 Dead and many of the TF2 people were polishing its…
Thanks for the reply! I need to go and get the TF2 for the PC. I have the Orange Box for both my PS3 and my 360...I love the game Hell look at these done in the past. http://boards.polycount.net/showthread.php?t=53670 http://boards.polycount.net/showthread.php?t=53671 Also when I ask is it tough to get things into the…
Post in the tone of voice of me: Great work, man! I would've liked to have seen more lighting and contrast in the top one, but you did a good job of working around the technical limitations. Not entirely convinced by the 'wraps' on his cheeks (I think those could've worked better being more 'chiselled'), but the overal…
Too few pieces of work to truly gauge, but I would seriously reconsider the style mixes of your Geralt character. The body modeling detail and texturing leans very heavy on the hyper-realism side, but Geralt's face feels like it lacks a strong understanding of facial anatomy and texturing to fit with the hyper-realism you…
@Pinkfox I checked my materials and the two sided option is on. Since I seem to be out of options, I decided to fake a shadow with some opaque meshes behind the offending model. That area did seem a little empty anyway xD. @hasgan I really like the layers of pipes on your ceiling, it really gives the scene an industrial…