Add colors or the uv tiling map, it looks like stretching to me if the posed is in fact u.v.'d. i do not know maya stuff I've reviewed some things but not really fluent enough to help on the maya side only in what might be happening on the uv side. map to use to view stretching click me, wiki uv map jpg if you do not click…
Hello all. I'm finishing Character modeling project and I'm setting up my final renders in Arnold Maya. Any feedback regarding composition, lighting, errors, or anything else you notice would be greatly appreciated. Here are the renders I have so far: https://www.artstation.com/artwork/xDRB1E
This still looks like a Low Poly asset. Focus first with your HighPoly phase. Increase bevels. focus on bigshapes, proportions. You can also upload your highpoly screenshots. shader only or with topology.. so we can also see what to improve. Also make sure to get enough references. Goodluck. !
Hello everyone! This is one of my personal projects that i'm working on and this is how its going. I would like to get some feedback if you see something bad or where it can be improved before doing the retopo. The beard i'm going to remake it and the hair it's not finished yet. Thanks! Concept
Hello everyone, I'm new here! I would like to ask you for advice on how best I can further develop my portfolio. I'm an aspiring Environment Artist, and I'm trying to apply my skills to creating stylized environments. I would be grateful for any advice, criticism, or guidance. Am I moving in the right direction to become a…
Looks like you started with a too high rez. Unless you are experienced the work is always going to look like lumpyvill. Start low, get the layout right, then go in and define the sculpt. Just my opinion, but concentrating on separate body parts as a study method leads to unbalanced learning. You can see this at times with…
you can also try running around the level and screen record. then watch it later after a break and you might see some specific angles that speak to you, and you can do a quick 2d overpaint of a screengrab to test out some ideas what you could do there. since it is a vertical environment I think there may be opporunity to…
An Atlas texture is a file with all the textures in it. For example the albedo. If you want to use trimsheets you just need to do the UVs over the image. Is compatible, you could do an Atlas of the trimsheets. In that image what is reusing is the geometry (albedo, normal and everything) of a wooden plank or a log. You can…
Do you mean you pack all the props into a single non-overlapped atlas uv layout? Why not pack these props all together before you start texturing? Also, what software are you currently using for each step?
it's a cool idea but you need to work on your anatomy. In Zbrush you have a great ecorche model that you can use for reference. They eyes are a bit wonky and the musculature needs work. Good luck!