I think the skin is looking a bit too realistic at the moment, maybe its not because the other textures are as detailed yet. but I would consider removing all the tiny speckles, Im getting a slight uncanny valley feeling. the overall skin tones look great! except for the hands. since the red paint/tattoo thing is already…
Yeap it looks nice so far..but I got a suggestion for you, in certain part looks too thin though for a metal or a wood materials. Especially on the 2nd and 3rd pic, the top part almost a paper thin (I'm not sure because I don't know is it a hand held weapon or a heavy weapon that mount on a vehicle?..if its a hand held,…
DO YOU WANT TO LEARN FASTER? ...GO FURTHER? 1 on 1 mentoring. I only take on a handful of mentees? There are more tutorials than you can ever consume. Tutorials are great but they are missing something very important...interaction and long-term accountability. Why ancient masters always had a mentor? Imagine where you…
Hi all, First time participating! I'm loving the environments posted so far. Both are looking great. Looking forward to seeing the final results. Found a bit of time today, thought I would have a go at the hard surface prop. Just a blockout for the time being. I'm curious how people would approach texturing something like…
Speaking as someone who has just recently learned zbrush, I'm kicking myself for not doing it sooner. It literally took only one day for me to go through the very basics on their homepage (including the pdf with the links) and fiddling around with some brushes on a dynamesh and then the next day to sculpt a head (sure, a…
Here are some bookmarks I've collected. The biggest help to anyone that I've seen is not only reading but putting in hours and hours of practice. Good luck! PSG 7 MUST READ. Metal and Hard Surface Hard Surface Materials (metal scratches and wear) Neil Belvins Procedural Paint Chips Check out Neils other materials too, even…
Straightening the UVs is important for a model like this. For more standardized models like weapons, you usually don't "bend" your UV map like that. Your UV map is oriented diagonally. That's a big no-no for large-volume modeling. Take a look at the UV maps commonly used in most MMOs. They always make sure that the UV maps…
@gnoop It's not about game licensing and stuff, I'm trying to up my skill, so I care about precision. If I'll ever put it in my game - of course I will alter it. @sacboi Ummm... nae. I was reaching low hanging fruits for many years, I think it's time to rip off the bandaid and go hard. This project I've chosen specifically…
I have few experience with lipsync, twice in max and once in maya. In Max I got my hands on a very easy to use script. I don't have it anymore, but I doubt it's hard to track down. You simply pose one side of the face and hit the mirror button and it would create a mirrored version. I've been told maya out of the box has a…
Normal maps are not something that should be considered human readable nor editable (barring a middleman like nDo), and there are other very good reasons not to hand-edit normal maps (primarily it's a bad pipeline as any rebake means a repaint, and others baking your assets in a team setting won't understand their odd…