Well as far as the lighting goes, it doesn't even seem like the spotlights are working, but I'd focus on the lighting from the panels first. There should be a node in the material editor that allows you to control the GI strength from the emissive parts, as well as the bloom separately, instead of using the single…
A good hybrid for a shell like that, between distortion vs straightened, is Max's powerful peel mode. Set Peel mode to Auto-pin moved verts. Then you can use it to massage the shell using an automatic soft selection effect. Then you can use the align horizontal/vertical(set these to hotkeys to massively speed things up) to…
Again Obscura, I think you are missing the point- but I do agree my method is not perfect and some gradients do exist. I've known about beveling and chamfering- that are quite useful. And custom normals is what I meant by 'creased edges' - I do realize in Maya that is a seperate thing, what I meant was soft/hard normals or…
Maybe I'm very cynical or something, but when they show the snow I can't help but think of videos like these: [ame=" https://www.youtube.com/watch?v=sXl3z_Zcyck"]Rock and Snow Up Vector Blending Demo Part 2 (UDK) - YouTube[/ame] [ame="https://www.youtube.com/watch?v=KwKKs6JL2YA"][UDK] Soft Surface Transition and Entropy…
Wether you use max or maya does not matter at all. No art director ever said "This artist is amazing but he uses Maya while we use Max in our workflow, so let's hire this less talented guy!" Stick with the software you feel the most comfortable with and if you get hired by a studio that uses a different soft you'll just…
I think the way Maya handles normals/hard edges and soft edges, is so much easier then Max way. In the end, it's the exact same info on the geometry. As for 90 degrees angles being baked it wouldn't be a problem. As long as you HP have nice round edges so that at least a few pixels can be baked to the texture. When it…
The rubber look is my issue, it looks way too stiff, and not something that can flap its wings and fly. In sculpting never forget that how you do it makes the material feel soft, flexible, stiff ext. Cloth is the best example of this. Also do you have a large range of reference images to sculpt from. This should help your…
Diffuse normal specular and gloss are the most important ones, gloss controls how large and soft, or sharp and small specular highlights are. It is very important for material definition. Specular color can be important for some materials, read this http://www.manufato.com/?p=902 Height maps can be used as blending masks,…
Right now she is very muscular and manly, which is fine if that is what you are going for but just perhaps a little overdone. She also seems like she is leaning backwards because her chest and shoulders are just a little too far back. The center of the shoulders should line up with the ankles. The arms look too short and…
Hey Artists, I need you feedback. So for those who may follow my post I am doing this character and my next task was texture. I am trying to get the hang of skin texture by hand using Substance Painter and I wanted to know if there is anything I could improve here, I have tons of references from scan photos to, other…