Added some green detailing which looks pretty dope, probably will drop the green from the front grip tho as it doesn't blend too well with the gradient, but the mid-body parts look very good. Also made the mounting rail red and dropped the little screen that was above the HI-SCORE text as I didn't like it that much, now…
Thanks man, it means a lot to hear that. I was thinking of doing this environment for my first piece. Just because there isn't too much going on an I can learn things like making good tiling textures and vertex blending. But I feel like it's still got a lot of character that I can try and convey, plus I will probably make…
seconded on the teeth also try this on for size. flatten the diffuse. filter/other/highpass. set the blending mode to overlay it's a fancy way to sharpen your image, I think a lot of the details you put into your diffuse will start poping out because right now it seems a little blurry. fyi this can be used on all your…
Those are some sexy parts, I'll assuming you'll be rendering on your machine and not just pushing verts xD I always recommend this guide, however its for games. You'll typically want to stretch for more ram. http://www.tinyurl.com/falconguide I wouldn't go father than the "Excellent" with a 560Ti and a i5. Usually bleeding…
Looks fantastic man! Really digging your style and how you've depicted your Cloe character thus far. The anatomy's looking good. Blessing her with a little more of a rib cage (not actually showing through the thick of the skin just the subtlety of being there) really helped as she seemed a little bit like a flat tire up…
Update! I feel thats its looking good so far but is this almost portfolio ready?? Thats a question im really struggling with. I upped the saturation of the main directional light and added a LUT texture to help push the scene towards the early evening feel I wanted. Im going to shift the color of the pink foxglove plants…
Testing cloth simulation: www.youtube.com/watch?v=HtK9DbnXcp4 I'm using APEX clothing to help me with the posing and to develop a process for future in-game models. Already had a run at it inside UE4 but for the presentation of this project (and for the sake of wrapping it up :D ) I'll stay inside Toolbag. Out of…
Thanks for the great feedback. Another update (ok, too much? :D ) Added colored light, worked on the background, and composition. Added some water and wet materials. Worked on the floor and rooftop. Added some elements. need to work on the structure in the background, the metal plate (it's a Unreal random texture), make…
I did some semi successful tests on it. I plan on revisiting it when I get the chance. The key is... It's really similar to actually painting it. The big difference is that you use the gradient map node to "paint" the texture. So you would use the light node to set the base layer of paint, then blend it with the ao node,…
I would reconsider the highlights on the rocks. You have a cover above the well, so it isn't all that likely that direct sunlight would be hitting the tops of the rocks. You could highlight it around the sides and diminish the cracks in between them. Also be sure to go over your these changes in values with a lower opacity…