somehow weird to see Tahm Kench in a female form, but the design looks really cool! I would try to add some "details", for example some kitchen utensils hanging from her (so weird to say her and talking about Tahm) belt, for example a rolling pin?
Would you maybe take your time to give me an example on how to improve on it? for example where should i put more contrast, and yes i would love to have more variations and stills struggling of getting the feel right :P :P haha Something like this?
Very detailed and constructive response, Autocon. It would be a good idea to look at how artists do it too, Coldeath. I think Autocon's work is a good example along with some other ones like for example this; http://www.brameulaers.com/ Good luck with your project, Coldeath.
So you have a few questions in the post and I'll try to address them separately: Yes, you can of course. I studied architecture in school, learned coding while working a 9 to 5 job. So I was in a somewhat similar boat to you. The only thing you need to learn coding is time and patience. That time can be condensed (8 hours…
TLDR: Your stuff is too clean and lacks a soul. Ideally you want to create art (for games anyway) that doesn't look like it's a render from a corporate catalog. Example: Your problem isn't so much the models, but the materials/lighitng/composition of your scenes. Most models for games and environments (yes those that…
As the title says. How do you feel about posing models created using character creator in conjunction with zbrush as shown in the link you pasted? I would like to 3d print my models in the future. Currently, I use only zbrush for posing, but it is time consuming and stressful because of the limitations. I would like to…
Hello, I am sure there is a simply fix for this, but I am just not sure what it is. I made a basic fern, and the objects seem to be rendering in front of other objects in that same fern when they are supposed to be behind other branches, see video below for example. The example problem Any help is greatly appreciated
Need to use a modern workflow, such as sculpting and baking. Attention to detail is important too, for example your model could be greatly improved just by adding nails and perhaps grass staining or water damage to the base. Improved rendering also helps, for example realtime (or baked) ambient occlusion and cast shadows.
Falloff feature in Mudbox he's talking about is designed to prevent painting on non-specified normals. For example, default value is 60 degrees - so you will able to paint on surface normals which angle is no more than 60 degrees relatively to camera. Simple box example:
Thanks for the input so far. I have The Red Star, but that's an example of a hardcore game she would have zero interest in playing. I totally forgot about Cookie and Cream though, thanks. I'll look for that. I think that's a great example of what I was going for with this.