Hi all! This is the character I'm working on for my game. Her name is Sol, and she is an eleven year old girl. I am really hoping for feedback on the proportions! As modelling a child figure is much harder to gather reference for than I expected, and even then tricky to get feeling right! Any help is appreciated (:
Hey there ! Thank you very much ! Yes, I saw that at the end, I have a tendency to still being lowpoly on my props even when it's close but you're right, I should have put more polys ^^
@Vertrucio - by exposure setting do you mean the auto exposure? I recall adjusting an auto exposure setting so that it doesn't automatically adjust my lighting based on where I am in the scene. In the beginning I adjusted the setting for each unique light source, but once I started learning a bit more about lighting, I…
The scale looks good to me! Will you use more polymodeling before sculpting the details, or will you go directly to zbrush after this? Maybe you can use Fspy to get the exact camera angle used by the concept artist, that has helped me more than once when they have very aggresive focal lengths and the objects look very…
Concept: I want to achieve the crisp shadows from the fluorescent lights on the left, and get the dark shadows along the tracks. Would you even use a dominant directional light in an interior or just point lights? Or dominant point lights...? Edit: Or should I make the florescent lights an emisive material that light the…
Hi! I have this scene I'm working on in Unreal Engine, and for some reason, the water material in the scene is not taking any static light. Base color is black, when it should be white, and there doesn't appear to be any reflections at all either. The scene is surrounded by a black mesh that blocks any skylight coming in.…
Ah sorry my mistake on that. Your right on that. Here is the zip file of the blender and the description. The top are the substance painter and curious if these are just normal baking issue that occur or just error. The Blender high poly is how it looks in blender high poly.
DDO using the metalness workflow. I tried to create some black flat plastic, but wasn't happy with any of the results. They all appeared to bright, no matter which lighting or preset I use. It looks like dark non-metal materials appear brightest with a roughness around 60%-70%. For a quick test I created the following…
Anyone know where I can find the mel script that is run when I right click on a model and choose object mode. I'd like to replace that script with something that has better functionality but I'm not sure how to track down that command.