Looking cool. I think the wraps could be a lot better, they don't really have depth and thickness right now, they seem to just have highlighted edges that are a little weird. The bark looks cool, but I think you could sharpen up some of the edges and avoid them been too rounded on the ends, maybe try a little jaggedness? A…
Yo guys! Started this month's model ridiiiiiiiculously late, but after a spending a few days getting the basis of the sculpt down i'm feeling relatively confident that i'll be able to finish okay :poly122: Plan is that i'm going to smash out the retop - and possibly the majority of the unwrap - tomorrow, going back into…
It works just fine with an OBJ version of the same mesh - only the FBX breaks. It's most likely to be an issue on my end that I'm not aware of. I may have a wrong setting checked or something that I don't know about? I can work with the OBJ version, I just prefer FBX files because of how their world space/pivot remains.…
Thanks for the feedback and comments guys! Twebb: thanks for the paint-over, man. You make a good point on the hand. I was struggling for a while with the proportions on that, and i think your obervasions might be what i was missing. frtiz/8ftspider: Good call, yeah looking back at it now i could definately afford to give…
Hips don't lie. Toned down the hips somewhat as i think i over defined them in my quest to define the forms... more subtle now. worked the feet some more to make them more pretty. (ignore the messy underboobs, they will be tidied up). defined the skull shape a bit more, sorry don't know the anatomical name, the bit where…
In this documentation, I describe in-depth the Hatched Ink Shader for Unreal Engine. I aimed this shader specifically at Concept Artists, but I can also imagine a use for it on games or anything else. If you have somehow stumbled over this documentation without knowing about the shader, you can get it here:…
crits u say! why i dont see what this board has to do with crits mostly just some blank babbling and bad english or bad humour, depends how u look at it.. but anyways! ur skin tones a fine, u r obviously able to handle that and all the techniqual mumbo jumbo, id pay more attention tho to ur very-darks, they seem too…
Triangles/Ngons can be bad if you're using them in detail areas to define shape. If you've got a triangle in a flat area of your mesh that isnt defining a curve or anything, its perfectly fine. I use ngons quite a bit to transition from shapes into different shapes, often you need different types of tesselation/geometry to…
Hey! Thanks for the quick feedback.To clarify: * I am using 16-bit depth normal maps, exported in PSD format. * Regarding the World Space Normal map: I do use it as an input for a specific diffuse plugin to improve my texturing workflow. * About the seams: I definitely understand that a color shift at the UV borders is…
Design Process Did some digging and found my design process sketches I made for the initial design. Just added some explanation to the different stages. Initial design sketches. And here's how I built upon the initial design, adding functional details and refining the overall shape. Re-sketch of the initial design (top…