Thanks for the feedback and comments guys! Twebb: thanks for the paint-over, man. You make a good point on the hand. I was struggling for a while with the proportions on that, and i think your obervasions might be what i was missing. frtiz/8ftspider: Good call, yeah looking back at it now i could definately afford to give…
In this documentation, I describe in-depth the Hatched Ink Shader for Unreal Engine. I aimed this shader specifically at Concept Artists, but I can also imagine a use for it on games or anything else. If you have somehow stumbled over this documentation without knowing about the shader, you can get it here:…
Hips don't lie. Toned down the hips somewhat as i think i over defined them in my quest to define the forms... more subtle now. worked the feet some more to make them more pretty. (ignore the messy underboobs, they will be tidied up). defined the skull shape a bit more, sorry don't know the anatomical name, the bit where…
crits u say! why i dont see what this board has to do with crits mostly just some blank babbling and bad english or bad humour, depends how u look at it.. but anyways! ur skin tones a fine, u r obviously able to handle that and all the techniqual mumbo jumbo, id pay more attention tho to ur very-darks, they seem too…
Transform a textured low-poly 3D mesh into a detailed high-poly sculpt so I can bake normal map. It's a chibi but has defined muscles, you should have strong knowledge about man's heroic muscles. We will need a zbursh file, progress images, or a video of the making process (so we can use it on social media). Budget: $150.
Triangles/Ngons can be bad if you're using them in detail areas to define shape. If you've got a triangle in a flat area of your mesh that isnt defining a curve or anything, its perfectly fine. I use ngons quite a bit to transition from shapes into different shapes, often you need different types of tesselation/geometry to…
@fairlyBread Nice, that sounds like a plan :+1: I think using some tiling trims and re-using texture space would enable you to maintain good/ sharp texture detail without needing to go high resolution. Personally, I like bringing the assets into a game-engine, since this opens up more options in regards to lighting,…
Wow, thanks for the words of encouragement everyone. I'll try my best to live up to expectations. The only way I could think to show my sculpting process, other than making a video, is to show the general steps I take on a mesh. It's the same basic idea I've always been taught in drawing classes - start with the bigger…
In the metalness workflow, diffuse + specular = albedo map (which defines the color regardless of material type). The metalness map itself defines which areas are metallic and which areas are not (generally pure black or white values in the map). The last thing you said is pretty much correct. Pure metals reflect nearly…
My goal is to make a character that prioritizes expressiveness. I had an image in my head, and I gathered images that represent that. Essentially an old russian soldier. These are all photos, however I'm going for a stylized appearance, they're here so I know what clothes they worse and what features defined them. Here's…