I dont know how to make a good hair texture when doing this type of hair (more solid like figures) and how to blend the hairline better with the skin I really like sculpted hair like this: http://hazardousarts.deviantart.com/art/Morrigan-Clay-Render-371577767 thanks bro :D
I once saw a Bob Ross show (about flowers, it was pretty boring, but interesting nonetheless). He first put linseed oil all over his canvas before he started painting, that way he could easily make all the new colors blend etc. good luck!
If you are using transparency, then sorting will mess up, use masked blending instead. It might mean a little rough alpha'd edges. Turn off specular, set it to 0. Take your base color and desaturate a little, plug that into your subsurface color. Set shading model to 2 sided foliage.
haha Ssquir is right allot of people tend to focus on apples or shapes to get used to blending ect http://itchstudios.com/psg/art_tut.htm#light_stuff heres a nice tutorial about lighting that can help with this. Avoid using texture brushes for a little and just get used to photoshops flow. Best of luck!
Looking good man, although i think the edges on the shin are too harsh. And the chest towards the bottom seems too far apart. One more thing, the edges around the abs also seem to solid/ hard. Try and blend them together a bit more! But anyways man looking sweet.
Yeah! that looks really nice :D tbh I don't know what could you improve, maybe a VFX of the actual gun shooting a laser? that would be cool, but also hard to achieve... maybe? Having the light of a laser or plasma bleeding the metalness of the weapon with purple and red highlights would be awesome!
Sweet concepts! Reminds me of Starcraft 2s effects style. Though goopy effects may be tricky if this is your first time doing FX haha. You have to get a nice crossover of alpha blend and alphatest to get them feeling really solid. Good luck! Again these look sweet!
I've done things like this many times - usually for character customisation and facial animation. Basically just do what coven says. I usually found it safest to drive the actual deformation with blended morph targets rather than freeform movement because that allows you to control the extents of deformation.
CrazyButcher nice find on the whitepaper stuff. Totally interested in their lighting and alpha blending. Brice Vandemoortele the easiest way to tell something's not in screen space is move the camera around and if the effect's not changing each frame it's not screen space. That and when you move the character in front of…
Not sure what you mean with #3, but for quickies i usually just offset half the texture vertically, copy a part of the texture, paste that over the seam and use the eraser to blend it with the rest (maybe using the clone stamp tool to remove the "obvious" spots which don't tile well). Repeat horizontally.