well my extent of painting is a Color theory class I took and a Digital Painting Class. But most of the stuff I made in the classes was only ok, This piece has deffinately inspired my to paint again. But as far as painting skins for characters is concerned yah this is the first one.
Unique macro texture for distant lod covered by small repeating geometry pieces , tileable materials in segmented mesh and decals covering seams at close , and hiding or replacing low res macro to certain extent . Probably only at the bottom part where players could come nearby.
Hey there! I am Melina, and I am currently studying at SAE Institute Germany. At the moment, I am working on my bachelor project in the field of creature art. My creature contains elements such as being a survivor of a long term snow and ice storm. More information will follow in the bullet point list. For the…
Hi, well at first I have to say that I really admire your work, it's really playful and creative and affects my imagination/fantasy in a very pleasing way.. It's really a kind of complicated task for us to criticise your stuff, especially for myself, since I'm nowhere near your skill-level and it's a kind of blasphemic…
First of all allow to extend a big thank you to everyone who had anything to do with the contest. It was a perfect excuse to get together and do some art. Yes the loose rules and big time frame were awesome. Tbh I hardly imagine myself taking part in a purely environment contest from now on :) Although having the time…
also remember that the distance between your support edge loops and the actual edge of your model will have an impact on the bake and the smoothness of the corners, so it could be worth playing with that. if you want to play around with normals in maya, just select your object in object mode, hold shift and press and hold…
Yeah so there are basically a few different methods right: 1. Use averaged normals on your entire mesh, no hard edges or custom edited normals. Using a cage or not has no bearing on your baked result(unless you manually edit your cage, which works differently per app, hand editing the cage/envelope in Maya for instance…
So, I know you have taken this back to Zbrush (which is probably for the best anyway) but I've got a few tips for the Blender workflow if you want them. First, use the multi-res modifier instead of sub-surface. multi-res subdivides the mesh in the same manner but it also provides for manipulation of the subdivided mesh in…
What an odd coincidence. I just moved to Seattle and live with two gay guys too! Unfortunately they don't have a lot of female friends though... so that's quite unnerving. But hey, less distractions while I'm getting on my feet right now - and from my progress so far, I am not complaining (much). I actually work from home…
Saidin: Fyi the vanishing points of objects aren't always the exact same unless you are doing an orthographic projection, or they are all in the same plane and at the same orientation. So the vanishing points of the road and the chair should generally line up, but everything else is pretty well on its own. Indian Boy:…