You can use multiple different sized procedurals, but to ensure consistent TD, you'd have to make sure the geometry/uv's are scaled with respect of the size of the textures. Something that has a 4k tileable would have smaller uv's, whereas something with a 512 tileable would have much larger uv's. I see sometimes theres…
I'd say nice work, though you should definitely be taking some of those assets and moving on to creating the low poly for them and doing the UV/texturing work, as that's the other half of the job. I agree with taking out "beginner" from your portfolio website header. I also would probably remove how it's currently setup as…
- Ctrl+N will clear the canvas of snapshots - Yes you can... but it wont be as realistic as one that is attached. Attached ears are usually better for baking and retopo as well. There are a few ways to merge it in. The easiest way would be to Merge it down (Tool>Subtool>Merge Down) and then Dynamesh it. When you Dynamesh…
@wonkza Substance painter/designer! Went out and took a ton of pictures of different grunges that I turned into tileable grayscale images to drive different masks as well. @pixelpatron and @undin I'll definitely be trying that out, I have emissive inputs and parameters in the master material I've made so far, I need to add…
Thanks for the interest! I think I will remove the render cam from inside Lecter's cell. That is by far the weakest and does not really fit alongside the others. I should have some new renders up soon, as I am still working on this when I get home from my day job at a post production studio. @Hostilis, yes textures are wip…
The biggest problem is definitely the number of pieces. You simply don't have enough work to show off consistent skill. I were recently contacted by a recruiter who gave me the same advice and, at that point, I had nine of my best projects up, now I have 16 of them up instead (I'll trim down the size a bit more soon).…
I'm very imperfect about stuff like this. Create one arch, copy it a bunch of times in a straight line, instance it (so you can work on unbent arches later) At this point you can do it two ways: A) Apply the bend modifier to one of the instances of arches (be mindful of your pivot). - You can then scale and edit the…
More on this, had to take the week off till today to do some contract stuff and a different art test:poly127:. Should be aiming to finish by the end of next week if all goes well now. The tubes on the skirt are just placeholder for a sculpted one at the origin, way easier to make symmetrical and remesh. So the tubes around…
I feel I kind of got lost here as well at one point but I feel that what I had a hard time finding was how each map would be used/applied For example (I may be wrong as still learning myself) The main maps I know Normal Map (interchangeable with Bump) Bump Map (interchangeable with Normal) Opacity Map Ambient Occlusion Map…
I'd suggest really going back and defining what this character is all about. what's his story? What's he do for a living? Is he good at it or does he suck at it? These are the kind of questions you have to ask yourself in order to make a character come to life. I did a quick paintover based on your design. I hope it helps!…