http://cg.tutsplus.com/tutorials/photoshop/how-to-hand-paint-convincing-metal-textures/ Props to Scythe for finding this. This is the metal tutorial I mentioned in my first post. You can pretty much use this method to create any material you want from skin t tree bark to metal - IF your intended end result is supposed to…
Hello! The end is nigh, but we still got some polish to do! I've modified the attack ending b/c it added more of the nimble/energy Tandel's supposed to have. It also feels a bit more impressive, even though it's simple geometry being scaled, xD. Unfortunately, I feel like it's not as playful as I had intended...but what's…
The shoes should capture the normal map info of the laces just fine, I think. I don't know how you intend to bake your normal maps, but I see a lot of quad faces that seem bow-tied/twisted. This isn't so bad if you render from within Maya, but if you use Xnormal or something like that then it can triangulate your model…
If you want to do rigid mechanical animations or maybe motion graphics Modo might be enough on it's own. Seems a lot of the Modo people doing character animation in the VFX industry are using Lightwave + Messiah. If you want to be doing character animation in the game industry I'd suggest sticking with Maya or Max, maybe…
It has to be high poly or it'll look shit. They show same trailers in movie houses so the textures and geo have to hold up. I know they show gameplay quality but for hype purposes they usually use the same standards as cg for film. How is that done? You can transfer animation clips from the proxy to the high for testing…
It looks like you went farther than you needed to on some things. When I'm doing a simple blockout, it rarely goes beyond a few primitives to get the idea of the scale and proportions in the scene. I may do a bit of modeling for a complex shape or some important prop, but even then, I only add enough to get the idea of…
Welcome to Polycount Blink. If you're intending to bake this down to a normal map for a low poly model you might want model your edges so they aren't so sharp. By exaggerating some roundness on the edges of the high poly model you will get more of a visible edge on the baked normal map which in turn will help sell any…
passerby Thankyou for explaining to me about the green channel. I looked at x normal and everything is set to +x +y +z so i dont know why half of my models normals are flipped? because the settings have been the same all along? i need to investigate.. Lennyagony Thankyou dude means alot :) . i am going to spend this summer…
Other views will greatly help viewers to give better feedback. From what I can see from just the front view is that her nostril crease (alar nasal sulcus) needs more depth to it. You can use the Dam Standard brush to get a nice dig in that area, though masking the cheek around it and building up the nostril may be better.…
I have not played the original game so I cant comment on anything with that. But I think you already at this stage can block in your lighting and try to set a mood. What do you want the focal point to be? Try to highlight that and make it pop out. And also your blockout is really blocky (no pun intended), I would…