Really great stuff Vahl, love how well everything comes together in terms of colour balance and lighting, is there any chance we can see the original concept? I'd be really interested in hearing how you decided what needed to be done and what wasn't necessary to get the concept across to the viewer. Also, I wouldn't…
Hi Vilmariina! ( also DAE student here ) Love the current scene so far but you could really push the materials because now everything looks kinda flat ( mostly roughness values ) and I guess you are currently doing so, get some layered materials in there and add some dirt (or snow etc.. ) on a top layer, that could really…
Thanks Firith! I was on the fence about adding a shirt or collar since this is a very quick project, but you've helped me make my decision to definitely add one. I'm going to add another layer of beard hair (gray this time) as well as a thin layer of vellus hairs on his skin. Do you think the wrinkles look to inflated…
Prophet9: Very cool, I am getting a king feel from the tide hunter just from the top down view. quockhanhlk: thats a cool design for the warlock, reminds me of a witch hunter. Zipfinator: Wowsome! the set really matches Cm really well. Nikey: thats a cool loading screen! Godzy: Awesome! this better get finished. too many…
Thank you! I agree with you, the blade is too glossy. The metal itself is not very glossy due to the sharpening and the metal structure itself, however the blade is usually polished and oiled which adds a second glossy layer. It's a bit tricky to find the sweet spot. If I make it too rough it looks like an aluminium…
Thank you snader, yeah since im pretty new to zbrush ive been skipping parts and trying out stuff ive never done before. I had more defined muscles in the beginning of the sculpt when trying to get a believable anatomy, but toned them down a bit when i thougt about that the skin would be thick and not to tight, might go…
Thanks man! Well, you just export from your program of choice and make sure the objects are separate that you want to be on different subtool layers in Zbrush. When you import it just automatically puts them on separate layers. As to how I make the flat edges...I use a a combination of standard, to make a blob, flatten,…
I've written a bit about this, first a tutorial I wrote recently about physically based rendering systems and how the art content works (there is a small section on layering materials to create textures): http://www.marmoset.co/toolbag/learn/pbr-practice I also wrote an older tutorial on texture theory and similar…
The guy in my reference has eyes that look large because of their shape. Now that you mentioned it, they do look large when I checked it again. Thanks for pointing out the brachialis and brachoradialis. I find myself always getting confused with their correct placement even though I'm already using references. I'll get…
Thanks for the feedback. I probably asked lighting questions too early on in the project. I'm going to go ahead and get all the models built and textured and in unreal before I focus on the lighting. Vertex guy, I plan to add alpha planes with grunge on them to the buildings later. Also I'll keep adding models where areas…