Just a few years ago, you would have needed a fairly expensive digital SLR camera to capture images with sufficient quality. Now, however, cameras have advanced enough so that even inexpensive ones work well enough. I would strongly recommend a camera with an optical zoom (as opposed to purely digital zooms), as they…
Dead, don't forget this. The strings need this piece or they won't lay properly along the neck. I know, it's an acoustic and yours is electric, but this picture shows how it should look: http://www.mikeagranoff.com/images/Guitar/Guitar%20Neck.jpg It is looking good now, but it could be a lot better. Your errors with it…
This is more or less how I do things as well. If I'm making a character, I usually spend half or even a full day gathering references and looking up information about what I'm going to make. For example, I'm doing some freelance that involves a pretty realistic space suit and I needed to know how the valves, seals, and…
I'm no professional, but here are some quick things I noticed immediately: You don't have a quick way to glance over your projects. Overall I have to do a ton of clicking and navigating just to get to what I want to see. I have to direct myself to each project's individual page. I have no idea if "Barkingham Palace" is…
Well thank you guys for all your help, but I got my map using that big image tutorial I found. See, the issue was I didn't want to create a whole new map. After following the tutorial on the Steam forums, I quickly figured out that thats what I was doing. So I stopped. I wanted to get an image of the pre-existing map that…
Your proportions do not match those of either of your references. You're ignoring the fact that in both of those images the subject's arms are out at a much wider angle than yours. Your arms are too short and that's what stands out the most to me right now. Here is the reference to back up these points (it's one you linked…
Okay the new lighting makes it look a lot better! The striped brushing textures seem a bit repetitive, so you might want to stray away from that for a while. I also see you have some paint chips, but they seem kind of random. Think about WHERE the paint would actually chip most often (examples: The edges of things are more…
as neox just asked me about post fx stuff, the basic operation for image filtering is "convolution". basically the output for each pixel is a weighted sum of its neighbors and self. imagine 3x3 weights & offsets with the middle pixel being the one we process. different values yield different results, e.g if we do 1/9 as…
That's funny Johny. Excuse me If I'm blurring the guidelines of your thread somewhat : Whilst working on pre-rendered cinematics using shave & a haircut procedural hair plug-in for maya: EA producer: "Wow, that looks amazing. Can we get that working in game too?" Me: EA producer to press: "We use our own proprietary face…