Thats a pretty broad subject, you should start by defining what type of "skill" you want to implement. If you're talking about a traditional rpg stat list like strength, stamina, intelligence etc... then you need to start defining how those types of things will affect elements in your game. ex: A strength skill will boost…
Think of everything as forms (even the details), not just shapes or color. Those rocks you put on would have form. Think about that form and use your values to define it. That's what values are all about, to define form, and what gets light and dark, well that depends on where your imaginary light source comes from. How…
For me and those who are familiar with a PBR conception following features are obvious: -energy-conservation is controlled by engine and artist can't disturb it -roughness and specular value is defined by artist in a texture or in engine's material editor roughness now has influence on specular, depending are controlled by…
Hey man, it’s a good start but there are a lot of anatomical issues with these. I’ll just name a few… Elbow area from the front is way too thin/small Clavical from the side is pushed in too far Abs look too flat, and defined oddly from the sides. The tie in on the pec towards the armpit is too high and wide. Shoulders look…
I think before you start working on the cloth you need to fully detail the forms of the anatomy. Your model doesn't have the different musculature defined as yet. I think you should just focus on anatomy first and then move on to the accessories. here's a few things i've noticed 1.) Elbow joints need to be defined better…
What I dislike about continuing a flow direction for too long is the difference in density, around the eye there's dozens of edges defining the shape but the farther away you go the fewer edges are available for defining the shape, forcing either a density too high at the eye or too low further away. That's why I often…
Hey guys, It’s been a while since my last post, but I wanted to drop a quick sign of life. I’m still working on the project, even though my time and motivation have been a bit limited lately. Not a massive amount of progress, but I’ve replaced the rough blockout with some smoother shapes and am currently experimenting with…
I'd love to see an update as well, but I agree that the current version for Max is already great and understand there might not be a lot of demand. You can group islands in the UV editor or do name selection sets on a per face basis for editable poly or mesh objects, but both are fairly fleeting. Another more permanent…
They still need work, but I can tell your working on your edges, at least on your characters. its especially obvious in this piece though, that your background tends to just be a blurry mess. its better to have defined silhouettes that at least read like something then detail and brushwork that doesn't really ad up to…
Thanks guys! t4pan: I "think" I might just maybe get what you're saying. I'll work on it. I'll also give him sandals for you and define the pads better. ged: I'll try to make the cloth over his nose better defined. I was thinking their material was leather-ish, but I'll try and get some harder folds in there. I don't want…