The problem is, when you start thinking "Oh I liked this scene in the anime, it was awesome!" it becomes much like going: "the first terminator movies were good because it had a robot smashing things" arnold smashing things is cool, but it isn't what makes the movies good :P, and it is sadly the things the eventual sequels…
-The main point of my post was to move the topic on from the highly flammable rape/sexual abuse, since that topic always ends up on fire on the internet.- Some people find larger people attractive or sexy. A society defines what a majority class as 'sexy' but that doesn't mean there aren't minorities with different…
No, not really, but your vehicle doesn't look like it needs to be anywhere close to 12k tris, at least from what I can tell. Basically you just need detail to define the silhouette on something like this. The body in that screenshot you posted looks like the right density, but all the details look way to expensive, and for…
These are a good start for where you are now, as a student. There are still some things that you need to address such as the form's fluidity(s-curves, less cylindrical legs) and proportions. Textures need some work as well, maybe by adding slight gradients to each section of solid color you have on your characters. Also,…
I have a hard time keeping the image in my mind long enough to put it on paper. I'll see really rough shapes or bloby forms - nothing defined. It usually dissolves from visual memory before I can get it down. It's why I don't usually design my own art pieces. If I have something tangible to work from in the form of a…
Here's a rock a did a while back, I hope that it helps as a visual aid. Its all in Zbrush, but for more complex rock formations I use a combo of Z and 3D coat. You would like to have clear cut and defined areas for your rocks, and try to balance noise and calm as you compose them. As for your reference, if can be broken…
I'd recommend drawing on top of a photo, the minimal lines you think you would need to define the form. Then try modeling using those lines. And examine others' models that seem to have good flow. It takes time to learn how to perceive and create good edge flow. As you practice and improve, you'll be able to create good…
hmmm the head might be the weakest part , i know this is supposed to be stylized etc, but the facial features are waaay too defined making it look like someone who came out of a plastic surgeon and not good looking at all ( at least imo ) , the hat is also a tad distracting now , just makes it harder to look at the face…
Doesn't UE4 only support metalness maps.. the specular maps are just an artistic tweak to control the sharpness of the reflections.. whereas in toolbag they are what define a metal and the color of the metal.. UE4 takes that info from the albedo for all the areas that are masked as white in the metalness map and…
ajr21764 + limesimme - the reason ive have the topology like i do is to help the silhouette and help define the creases and wrinkles, if i change it to a more even distribution like pictured wouldnt that loose the definition ? almighty_gir - yes i know im just over killing it a bit to start off with so i can get everything…