Thanks for the replies everyone. JasonLavoie: Glad you liked it. Yeah, I am a big Tim and Eric fan. It's funny that a lot of people compare my stuff to family guy. Tim and Eric has had a much bigger impact on my work. Blenderhead: Part 4 not so good? I hear you. If I end up putting them together into a film I will work on…
Hi)Using photoshop or other third program-is not an option for me)Changing dialation value in SP does not help either.What else should I try in substance painter?Thank you for responding Eric Chadwick)
Hey @Eric Chadwick, No worries, its pretty difficult for me to get defensive. I completely agree with you that people can learn from the critiques of others. I do intend to make all of the critiques accessible to anyone interested for free as well to ensure the most people can learn as possible, especially if they arent in…
I agree with Eri, to me the thing that stands out tho is that everything is super busy and pretty monochrome, making it hard to distinguish what is what and its functionality. But i think this is more of a design taste feedback than anything ! keep at it, nice work :)
The house and ground textures look great! As for the flowers, one way to simplify the scene is to "summarize" them to form connected blocks of blooms like you've done now, at least in parts, but since many of the inflorescences are tall and thin spikes, that doesn't work too well in this context. If you look at your…
Here's an example from my own work. This is the exact same game level, just tweaking the camera angle and materials and color grading to get different "looks". It's actually a ton of fun doing this, because all the content is made already. It's just putting a fun spin on it all to come up with something nice to look at.…
@Eric Chadwick Can we move this to its own category or at least compile into one thread? Clearly im not the only one annoyed at all this beautiful art that has nothing to do with showcase nor critique. Thanks
The reason charts of roughness values vary is that you're defining an average roughness value for a pixel and that value will depend how large an area of a surface the pixel defines. Eg. Sandpaper is quite shiny if you look very closely but if you step a few paces back it looks much rougher cos the lumpy surface bounces…
Hi all, I'm looking for one or two LA area local character modelers with z-brush, Maya, and Unity3D Experience. I am also looking for a character animator with Maya and Unity3D experience as well. This assignment would begin as early as tomorrow (Wednesday March 12th) and last until the end of March. This is a weekly paid…