Nice thread. I'm really liking your drawings and your hard surface modelling is really good too. I'm no expert and I still make mistakes in anatomy myself but I will point out something I noticed. The post above seems to have no real eyelid definition. It's a great start on the face, but I think the eyebrows and eyelids…
@Hypronost Thanks man! I LOVE mushroom teemo, great concept. Keep it up! So,after trying a few dozen armor ideas and feeling like nothing really meshed, I went back to some character development and worked on developing a story around the turret, and why its there. The idea I am running with now is that the turret is an…
Hey everyone! I think I've encountered a bug in the latest update for Substance Painter. Whenever I start a new project and import my mesh, it doesn't look right at all in terms of appearance. Not only that, but if I try and apply a material, it will randomly crash. Also when I try and paint in an empty layer with no mask…
Lily: Thanks very much! :) Slow updates on my part. Need to speed this up. Especially if I want this to be included when I start applying to companies in a few short weeks. Thesis is still consuming a lot of my time. Anyways, I wrapped up the various palm trees, made a lil' cactus from the big cactus protrusion and…
Thanks @kanga ! I see what you mean. Unfortunately, I won't be going back to rework anything in the modeling phase, I've spent too long on this project already. I pretty much just want to wrap up the textures on this and move on. This was the first time I've used the hard surface pipeline in Zbrush and the project has been…
Oh one more thing, in your UV example, you've strictly enforced straight lines in your uvs, but in one specific spot its not for the best. On the end where you have the bolt that wraps around and comes back inside, all of this is stretched flat, and you actually end up with more UV space given to the inside than the…
I think its too dense and still has some tightly packed areas. This is about 1 or 2 subdivisions up from a standard base mesh that I would create. I normally stick to 500-3k polys (not tris) for base meshes, I toss a turbosmooth modifier on top to see how it will sub-divide. You can also use the tessellate and mesh smooth…
Looking forward to the sculpt. I had interesting idea pop in my head when I saw the second variation with the shield. Rather than the face and tongue you could incorporate an "Evil Eye" or something similar. It would be interesting in two cases, one being that the user is blind and people can believe it is the source of…
I know about baking etc, it is the texturing part i am stuck on and i have done a little but not like this.. Sure you can say it shows all the information needed but without some narration of what to do i am clueless. I have this made: http://imgur.com/zDBEn5G http://imgur.com/Hnim9Ik and i can get it to work i just don't…
The breasts need to spread out a bit. They look like they just stick straight out of her chest which is fairly unrealistic, they'd hang to the side of the ribcage a bit more. The hair in front looks really good how it flows down her neck. The hair in back looks like one big clump that just splits into strands at one spot.…