Hey there! Nice progress! however I do feel like the clothing fold definitly do need a bit more work, especially on the legs and on the bag. I think the legs are very thin and shapeless at the moment, adding a bit more curves and forms to her leg, so they feel a bit less like long sticks. I know she is ''skinny'' but even…
Did my first test bake on the my low poly mesh. Again, I am a complete noob to this kind of modelling, so naturally I'll encounter stupid problems that any one of you could have avoided with ease. Anyway, the three main problems I had with the bake were: The canopy. I think I should have cut the edges around that area in…
hey, the model looks really great, nice job. I also feel the face and hair are the weakest point. They are definitely not bad but it needs improvements considering the rest is so well executed. I'm not a fan of the hair honestly. There's a serious lack of volume and you should thicken the strands. It reads almost like thin…
The faceting you see on your model is determined by your vertex normal configuration. If an edge looks sharp then they are considered hard normals. You might hear the term "smoothing split" thrown around, it's pretty much the same thing. If they aren't hard normals they are soft normals, also known as averaged normals.…
Try to smooth the edges of right angles and add polygons/accents to those. Good examples are close-ups in architectural renderings (raytraced, non-realtime) where if you notice, most of the hard angles are smooth. Why? They add geometry more to those areas than to flat walls. For an interactive real time example, there is…
Bloomberg also thought it was a good idea to limit sugary drinks to 16oz, sort of a forced diet... That level of control in peoples personal lives tends to piss people off and if people wanted more soda the would just get two 16oz, which would be more than the standard next size up 24oz, so his plan would generate more…
High poly looks good so far. You're moving right along nicely. I'd suggest blocking the rest in before continuing the high poly pass (in the event you're not just omitting that from the WIP). Getting rough shapes in place first keeps you from needing to make global changes to dense meshes. That can get messy. Also, your…
@Minato: That's not a spacing issue It's the result of the brush opacity multiplying with itself during a stroke, reducing the spacing corrects the stepping artifacts but worsens the opacity problem which is why you had to reduce the opacity to the single digits to get something useable. You can see this if you look at…
Hey Leo, it's me Frank ;) Nice work so far! I think the textures need more refinements which is obvious I guess. More edge wear, a few scratches, some subtle grime buildup and the like. The material properties should also be tweaked to bring it more into a metallic look I'd say. Ceiling pipes have that property but seem a…
First reaction: very sexy. For a moment I thought it was a shot of something like Torchlight for reference. But there still are a couple things that can be improved. There always are. Textures are a bit muddy in places. The carpet could really use some weaving patterns, and the rocks look like a lot of cloud filtering. I…