Did that request last year as other people too. They said it's something they want to do and yet no update on that. Would love to see similar feature in Substance Designer and 3d coat too. Asked many times through years on their forums. Not sure maybe someone have a patent on that or it's very hard to do thing. Beyond…
The lighting makes it difficult to see what's going on here. Personally I'm not a fan of the lighting in the initial concept anyway, but don't be afraid to stray away from it. Try punching up that directional light, maybe add some light shafts, add some dust particles, or light coming in through gaps in the roof? It looks…
For your first serious character I think it turned out really well I don't think the problem is that it's a cartoony character, it just looks like you rushed the sculpt so the forms are soft and not very well defined. More texture resolution in the face would have been a good idea too You should have spent a lot more time…
Good start. What's it rendered in? Got textures? I think your normal map on the bricks is a bit blobby and could read better with some sharper detail. The bricks themselves look very round, almost soft, given how defined and sharp they are in the reference. Where the roof tiles end and there's timber, I don't think that…
Thats a pretty cool concept, and you have a great start. The horizontal oval shaped insets on your model look a little too lumpy compared to the ref. Maybe you just need to add a loop or 2 near the corners where it extrudes in to tighten it a tad. Also, on your handgrip, same thing. Its a little soft. A lot of your bevels…
Is this your diffuse map? If so, why don't you try it PBR style with the diffuse being black and the color going into the specular? I always assumed her suit to be painted metal and not plastic. It seems you have a greyscale spec map and all the color painted down to the diffuse. The texture looks very nice, but in the…
in Unreal that's called zdepth bias, it's the same technique of soft particles, it's a considered cheap nowadays method to blend things that are near each other and you can use that as a lerp mask. It's one of the reasons I'm in favor of graph shading freedom to the artist. But there's always a negative point to it, the…
Agreed with Daniel, for the brushes, you should try hpolish to make the edges alot harder, now it looks like its very wet and soft. the cracks indeed more look like knife cuts, try to use the dem_standard brush (which I think you already did) but try to make a better use of it, not just small strokes but look at…
Pretty good Marilyn Manson, but not so much She Hulk. Lighting is playing some tricks here (mainly it's killing the face). It's off balancing the character by one half being bright, the other half being dark while the background is a bright white gradient. A tad painful on the eyes. Speaking of balance, muscular…
This is a character I had been meaning to get up and going for a long time. He has a full suit of armor, like a battlesuit, seen in this concept, but I have yet to create it. Glas'nak concept Heres a screenie with full ambient in Max, just a diffuse on him. 1024x for both head and body textures for right now. This is his…