Okay, I sort of see what you're saying. You don't want the texturing to be stylized, only the modeling. The image you posted looks like that was the art direction. Well, from your model, it's looking pretty good so far. There are two things that stick out to me thought. The first being the geometry on the back of the leg.…
Yeah, but such "freestyle 3d concepts" are not exactly part of a standard pipeline. It works for some rare studios and projects (Wolfenstein mechs and weapons for instance), but it is far from the norm since concept and execution are in most cases split between two specialized artists, and for good reasons. One could try…
So, I haven't posted an update in a while. I was tired of posting very small updates, so I am going to post updates as I finish (or get close to finishing) assets. This is the latest asset I have been working on. There was a little too much perspective on the camera when I rendered, so it looks slightly skewed. The bricks…
Djamess, very cool start. I would not focus so much on the facial animation at this point. The thing that I would focus on is the overall movement of the head and neck. It feels like the head only moves in one or two rotation axis at a time, and during the holds it is literally just a hold, there's no overlapping or…
This is definitely one of the more creative looks at the beast. Quite original, and creepy. I like the blending of the anatomy of the two very different creatures. I'd start breaking up the symmetry on the main body. The nails are a nice touch but the sculpted fur/hair looks a little too symmetrical. When you get to the…
Spectacles, gloves and bootsare things that i'm going to add next, for initial stage they are not priority. I've completely removed the coat and i'm planning to remake nait as current result makes me unhappy. Spectacles will be added later as it's just an accessory> About the difference on each side. It's physically…
I actually don't agree funnily enough. LUT feels like cheating; a lot of people just rely on it too much, and it's so easy to just ruin the overall look than make it better with it, i'd say use LUT on the very last stages of the lighting process but be subtle with it, it should be used to unify the colors together a little…
I'm not familiar with speed tree at all unfortunately. I guess maybe the tool is resetting the normals? Did you really need speed tree for that though? Or isn't it just an wrong material setup? Did you use two-sided lighting preset an plugged a color/texture into the subsurface color input ? Also, you mentioned the hi-res…
You're being too indecisive. If you don't stick with something, you aren't going to experience the real events, you aren't going to play with the fun abilities, and you aren't going to wear the cool gear. I'm at level cap and still have a lot to look forward to. Now it's my turn to whine, I'm still stuck on this level 73…
Yea, like I said its never really made my normal maps look bad in real time, I just thought there might be some unforeseen issues with it. But I guess its more of a macro vs micro details. And its probably better to only layer one or two things on top of a baked normal map and not too much stuff as it might muddy the…