Initialize in zbrush worked great. The outline is gone and it reads close to acurate depth. The only issue is the depth comparison between the mat and the bake. Its abit off. I'll keep playing with the settings to see what can be done. But, this is thousands of times better than what I was getting earlier. Thank you Sir. :)
I would almost disagree. Most of the time, I see people getting hired because someone they know at the company referred them. It wasn't because they blindly sent a link to their portfolio to HR. Obviously your portfolio has to show you have the chops, but that initial contact often has little to do with the portfolio.
how exactly is that done? I think government has to prove it's actually working for the people before an initiative like that can take place. I'm a big fan of Sanders, the first guy to not treat the big S like a bad word. We're so far to the right these days that Eisenhower looks like a radical socialist.
Thanks for the input guys! So i guess the initial resolution of the images is something i definitely need to fix, since everybody keeps mentioning it. Wix definitley has some limitations, like you cant have videos and images in a gallery, so i have to keep linking my videos in an external page.
much like gamedev says try using more asymetric light , if you build for sp, draw attention, by adding a strong light in one of those shafts. play valve games to see good lighting ! hope this paintover helps a bit, tried to stay near your initial thought (maybe its mp?)
Initial thoughts: 1) You could probably stand to add some more color saturation with an HSL filter 2) I might try adding an AO channel and putting the baked AO map back into a fill layer (so you can control it) to get a better shadow in the 'deep' cavity areas of the kernel.
Initially when I saw the ps3 'wand' prototype it didn't really catch my interest, but man with the new move commercials and videos I think I'm more excited about this than the natal. Can't wait to see who which one turns out to be better. Natal still has alot to show.
How do I add inside of the mouth so it connects with the rest of the head after retopology step? If I didn't have mouth on the base mesh initially, I would need to model the thing in zbrush and then character would have its lips sealed. I need to have this character with basic facial animation.
You need more movement in the torso, it stays quite still and doesn't flex much. The initial shoulder shrugs are too jerky, and don't flow very well. Overall, it's good. The end with the floppy legs is very well done. I just feel it needs more punchyness, and the key poses need exaggerating more.
Thanks man! Yeah I think they could definitely use some adjusting. Though I may wait until the hi-poly is rigged/posed to do some of the adjustments. First time doing a posed hi-poly sculpt so I'm unsure of how much detail to really invest in the initial A-pose.