Hey Fenrind, really nice work :) Personally I think that your weapon sculpt wise is letting the rest of your character down. You could really push the advice Micheal gave you a lot further and really simplify the handle down. I had a quick look at Dota 2 Weapons and I noticed that they keep the handles really simple, with…
@Vailias Thanks, that's a really good explanation! I hadn't considered before the idea that most materials have a base roughness that doesn't deviate all that much, in other words, an oily stain on a piece of wood isn't going to have the same roughness/gloss value as the same on a polished metal. Guess I better make those…
This is in a nutshell the one huge problem with Zbrush. The program is awesome on all accounts but perspective perception is just flawed in it (even in P mode) and the surface reading of materials is odd with either matcaps and regular materials. The forms just don't "wrap" like they should. It's quite hard to pin point…
Day8: After modifying the armor from it's initial design I was able to break down the polygon count from 86k to 60k by removing the 1st breastplate, arm bands, and the armored belt. I then created even more assets to place on the Samurai which did bring the polygon count back up to 80k, but with plenty more parts for the…
I dig the new models. the old free versions are out there still so there isnt much to complain about. its not like they are taking anything away. Also the idea that having the latest new updates and toys is going to somehow make the average artists personal work better aside from new things like PBR is pretty funny. I…
elfronza: Real quality sculpting. Clothing is looking fantastic, though I would consider throwing more wrinkles around the armpits. I do think you can get a closer likeness to the concept while maintaining a realistic style. Longer face, more robust jawline, larger chin, etc. stevston89: Really clean work. I think the…
Sure you can do that, you can even change the topology or add/remove geometry if you really need to. If you don't change the geometry and the vert numbering matches (it can change if you import/export the mesh to other apps) you can just apply UVW unwrap under the skin modifier, then load/save the UV's. Use the "collapse…
Hey, nice progess. Glad to see you wrapped up one prop and are moving onto the next. My main crit for the barrel would be that you could still use more divisions to round out the cylinder. It looks like you have some excess edgeloops along the height and those verts may have been better spent removing some noticeable…
so I started doing Scruples' method, but gave up halfway. Baking a specific material mask just for floaters and creating a bunch of nodes seems too time consuming for production, even if the graph could be reused for the future. As for musashidan's suggestion, I always thought for whatever reason that SP always exported…
Thanks for the help. Coming to a crashing halt after working on this model daily for like, probably a month is kind of a bummer. I can live with saying good game and trying another, but I feel like if I can just wrap my head around map baking and normals and this more technical stuff, I may be able to fix my glorious…