@amirabd2130 thanks! I'll keep working hard on her. @theStoff thanks, that's a really good point. I actually ended up softening her face a bit, it was getting a little too hard-surface. I made a couple of minor adjustments, fleshed out the arms (I'm still rubbish with anatomy), and removed one of her dorsal fins that I…
uuh so a bunch of travel and the ever magical christmas + new year period = no time/no decent computer for 3D. Plus I've been putting off posting because of 'uuugh nothing is good enough everything sucks'. Which may well be the case, but I decide I'm still going to post some sketchbook junk everynow and then. I've been…
@pior it's likely because normal maps are sampled in linear space, i can change it to gamma easily enough, just wanted to confirm this was what you wanted. @EarthQuake, thanks for taking the time to test and give feedback man, i appreciate it! UI: without dropdowns there's not much i can do, i did play with the idea of…
1. Colors are somehow bland, there's not enough contrast from one surface to another. 2. There's a distinct lack of color variation, this is especially showing in your Unlit mode. 3. Tree leaves, ferns, clovers, etc. each should have their own unique hue and saturation. 4. Enable "Generate distance fields as if 2 sided" on…
At 1st glance it looks alright but after closer examination it begins to break down. There is very little detail in the texture itself, which as a good base it could be really improved with minor wear like metal that has been rubbed smooth instead of just chipped/scratched. the imprinted text you usually find on weapons…
Hey man, being honest I think you should steer clear of polypainting/UVing the guy and get back to the original sculpt, the forms of the body need a lot of work. Proportion (This is just scratching the surface) - You want the distance from the top of the head to the crotch to be equal to the distance from the crotch to the…
Thanks all. As far as the detailing goes, almost everything got a zbrush micro texture pass and none of those images have any bump maps applied to them. I did the modeling in max using turbosmooth with creased edges and I worked from large scale forms down to the small scale details as I increased density. I did my…
Setting everything to hard edges will not actually help in maya, unless you set Match using to "Surface normals" which will give you really bad results as the projection mesh is no longer welded or "averaged". The problem here is that you simply do not have enough supporting geometry, so when your vertex normals are…
Prepare for a combined Tully & MoP critique... pow! For starters, we like this. It's a cute idea and the mesh is nicely built. Good use of texture space too. It would have been cooler, possibly, if you'd really pushed the proportions and exaggerated it so it looked more like a frog in a suit of armour, rather than a man in…
There's no such thing as 'not being good at spec maps'. If you understand them, it's straightforward. Black=no spec, white=very strong spec. Things get slightly more complicated with the inclusion of a glossmap, but let's assume you're not using that here. What you want is a contrast between different surfaces, and to…