Thanks, Callesw! I've actually thought about turning my huntsman into a fully fledged 3D character and your comment has convinced me that it must be done! uneditablepoly, thanks to Maya's incremental save feature, I was able to take a few screenshots of how I modeled the head of my hacker character. I hope these gif's will…
I received a lot of really useful feedback on my sculpt yesterday. There's plenty of issues, but the biggest one for me was my obvious lack of knowledge of anatomy of the back. So today I spent a lot of time watching Scott Eaton tutorials and tried to apply everything that I was learning to my sculpt. It's meant that I…
Notes on LIGHT - a detailed tutorial by Richard Yot Overall a good basic tutorial, although Richard has some tough competition in this material in James Gurney. Of course I have a few quibbles: Part 1: The Basics "Finally the light that is reflected between the card and the ball is also predominantly blue (even though the…
I think even before you start baking normal maps, you need to practice more with modeling high poly characters. I know it's not the exact answer you're looking for, but you need to improve every step of the way instead of taking shortcuts. As for the actual normal map errors, I believe there are a series of problem that…
School doesn't teach anything of the sort - never been taught or encouraged to go down the games art root - hence I have very little work related to the subject. Plus as still in full time education there is little space for doing extra digital tutorials. This is definitely the career path I want to go down, but having…
I have a rough idea, since I did those 2 sculpts for this tutorial back to back. What it comes down to is the more detail you want out of the curvetubes the longer it takes. You can literally count the number of strokes to get to a usable sculpt base. Getting that "Neat" sculpt took maybe 5-10 mins. However detailing from…
I have finally imported all assets created so far into UDK with what I would like to think success. After a few tutorials I think I have scraped the mere surface of the program regarding importing assets but at least I can view my assets within an engine now As can be seen from the screen grabs I have been playing around…
A bit of ye ol' history: The demonification of the hard edge dates back to the dark ages of poor baking software and worse baking workflows. Basically, before we collectively figured out how this whole baking thing works. In the old days, baking software didn't have an option to bake with an averaged or smoothed cage (I…
I like the character, however: 1) The folds are too busy and all over the place imo. It's a bit of a hard read. I'd recommend cleaning that up. Sometimes less is more. 2) The metatarsals are too prominent on the feet and it's very distracting. You don't really need those to show that much. Some soft and relatively hard…
yeah i was afraid of sounding defensive. i realy am not, i am just telling you how and why i did it the way i did it. i know its not perfect and i am here to improve myself, not to get a pat on the back. i take all the crits serious and try to implement them in the time i have. i don´t think the tutorial isn´t valid, its…