@Spoon I am excited to try defining areas with trim dynamic after work and thank you for the book recommendation! @kanga I will try pinch brush tonight. I did some exercises last night where I stayed in dynamesh to define muscle shapes and was surprised to see how nicely that worked out after I built them up for a bit. I'd…
right hopefully this helps, I made alot of adjustments to the anatomy, emphasised his ribcage, removed extra shapes in silhouette around pecs and shoulders, defined shouldermuscle and made sure the bottom of the pecs looked look like ithey run under the shoulder not completely into the shoulder, defined abs and other…
Hi! Certainly a simple example would be best way to get familiar with how tangent space normal maps look/ behave and to set things up in the soft that's being rendered in. Checking the shared Painter file, it looks like the seam showing in that face area is exacerbated by seams/ discontinuity in the curvature map (and as a…
I like it! I think your texture could benefit from a lot more, extreme whites to contrast the skin and faded paint. Currently it looks a bit...odd. I know what you were trying to achieve, the paint just isn't defined enough. Work on defining the paint and throw in some more whiter-whites :P It also looks like...going by…
I started by building a basic body shape out of a cylinder. The body was then constructed into a more workable shape with the base of the neck added. The arms were constructed out of a seperate cyclinder and then further defined to the muscle shape of the limb. The leg segments were also made before the attaching of any…
I'd suggest really going back and defining what this character is all about. what's his story? What's he do for a living? Is he good at it or does he suck at it? These are the kind of questions you have to ask yourself in order to make a character come to life. I did a quick paintover based on your design. I hope it helps!…
It might take a couple of months of person-work JUST TO ASK THIS QUESTION CORRECTLY. Someone would need to prototype out the level, using proxy models etc, in order to determine the scope of assets required etc. Also, you should pick a specific reference game (or two) to help define what you means by 'modern game…
I mean the lines in his drawing. A lot of times in painting if you leave the lines from your sketch your drawing visible, or if you rely on them to define your shapes rather than defining them with the actual values or colors - it can flatten the look of an image. I got the impression that he was looking to further define…