LONG VERSION: Looks alright, only thing i wish i could have seen was more emphasis on the stylized bits. So knuckles having details edge details bones, wrinkles that look like a spiral think of a 6 i like to associate those with gummie bears for some reason (the show). You got it in his belly which i have to say does look…
Reminds me of Travis from No More Heroes. Looks fine, but those teeth look way too cartoon-ish. Do you plan on render it out with a toon shader or get a similar looking real time renderer? Otherwise, it seems like you got some nasty smoothing-groups issues all around. Also regarding the body, the way you made it, it looks…
Yea I rig up and animate faces all day and it's not huge issue to have a few 5 edged poles, sitting around the face. I prefer a few 5 edge poles to the nightmare geometry that gets created as people try to avoid using them. For me the two big factors that effect their placement are: 1) Do they cause loops to re-route to…
what the fuck. it's melting. firstly, your sculpt is very organic and feels like you went overboard with high frequency details and just scraped away at every possible edge. check references for how these objects take damage. overall the scuplt isn't that bad but it definately suffers from "just one more scratch!"…
Hi @F5_official So i'm no professional but theres a couple of things you can do to troubleshoot it! Assuming you are using your low poly mesh to cast the rays for the normal: 1. Try welding the problem face with the corresponding faces to make a more complete UV island, at the moment its just a single face but welding the…
A big issue I'm having with metalness is how exactly the scale works. If I have a transition between metal and non-metal, I obviously want the transition to be anti-aliased, which adds a visual fade to the edge, to make it less harsh. The problem is, the values don't convert equally between the color map and the metalness…
I just so happen to be obsessed with guitars, though I've never owned a Strat. Hopefully these critiques help. - bridge doesn't look accurate. Should have individual saddles, not a bar. - no angle cut into the wood for the picking forearm to sit on - no pickup toggle switch - guitar finish and metal parts arent shiny…
Agree with pior... and it shouldn't matter what you use for subdividing in max or any other app so long as you can maintain edge/crease hardness, which smoothing groups do. The idea here is that you are subdividing up the base mesh so that polygon density stays consistent and evenly distributed, making for an easier time…
the most important thing to address right now are your base materials. at the moment they all look pretty much the same because, as you can see in your texture sheets, your spec and gloss have pretty much no tonal variation. since you're using a gloss map, tonal separation is extra important. i think what's happened here…
I'd like to see Viewport canvas get a bunch of improvements, like: -Projection painting and AppLink functionality with Photoshop. -Be able to view multiple maps at once while painting. -Improved brush engine (the stroke 'crumple zones' are way too obvious). -Brush setting presets. -Folders and Adjustment layer support.…