I moved your thread from 3D Showcase into Animation Showcase. There tend to be more animators in here, so this is a good place. I also fixed your Youtubes. For future ref, we have some info about embedding in the Info sticky at the top of General Discussion.
It's a possibility, but I need the low poly head. I would sculp in the future for baking the normal maps. I'm looking at Mudbox and I will get it soon. BTW, I know how difficult it is. I always had problems with head topology... Thanks for the tutorial, I will check it.
well, it seems to work now. In my panic, i neglected to edit the .ini after installing SP2. Thank you SOOOOO much!!! This link probably saved me from a serious heart condition in the future. http://www.polycount.com/forum/showpost.php?p=2125116&postcount=14
The problem is that Turbosmooth Pro needs to be supported in new versions of 3ds max. It always needs to be recompiled. So I would rather have something that is build into 3ds max fur future compatibility. And I'm also not sure if Turbosmooth Pro is compatible with FBX and other 3d packages.
Hope u had a good birthday and all that stuff! as for the model its looking really cool, have to agree with @future-fiction though, its looking very saturated, and the gold parts are looking a bit plasticy at the moment. but i assume this is more of a first pass then final textures :)
Thanks for the help dlx! I understand what you are saying, and will definitely take that advice into future work. Now that I understand the workflow though I think I can do even better. Here's a shot in Marmoset that may show it off a little bit better.
There are some early things that people CAN tell you to do that specifically will bleed to almost all your future artwork Fine art basics of design (this will involve composition, value theory, etc.) Still life drawing Observational drawing Figure Drawing Color theory Painting
Thanks Firith! Those are all really great points. I really want to keep pushing my knowledge of anatomy, and my texture work in general definitely needs attention, so it's all well received. I'll keep pushing to improve in future projects, and thanks for the encouragement!
Yeah I'm in no way saying it's ok, just wish there were better alternatives, as you said I wouldn't mind said softwares getting cheaper. but for me the future feels like it's going for a blender, zbrush workflow, as most of my work is mostly zbrush based anyway.
Congratulations to all the winners so far, really looking forward to giving some of your items a run in game :) . And really pleased to see valve making such a strong statement about what they want to see submitted to the workshop. Will be a big help moving forward with future workshop items.