Quite a few changes this time, having gotten some feedback on Lunchcrunch I decided to add finger indent detail on the hands to make them a little less jarring. In addition the fringe wasn't really working for her brash personality; it didn't make sense for her to have such a neat hime-cut like fringe at the front and…
mudbox has p-tex which is like giving each polygon its own unique texture normally a few pixels. So you can paint on low poly or mid poly without having to have an insane amount of verts. In 3dsmax I use Viewport Canvas, this is like bodypaint where you can UV paint on a 3D model in the viewport, it has rudimentary…
I made some progress with the textures, I need to figure out how to the make the glass material for the lights and also juggle with this issue... launch application: C:/Program Files/Allegorithmic/Substance Designer 6/sbscooker.exe --input C:/Users/Kingslayer/Documents/Substance Designer/EVACorridor.sbs --includes…
You have fantastic sculpts over here!! I thing that main problem are textures. Because they are not symmetrical they have low pixel density on final models. Try to add symmetry when you can. Also things like those golden spikes can be duplicated, so all 3 of theme would share same texture fragment. Dota2 sadly has really…
A possible way to generate the rainy glass is to use a dynamic texture. Through programming you 'blit' water droplet normal map textures onto the normal map of the windshield of the car. Then that normal map is used in the refraction shader that distorts the scene. To "clean" the windshield (say, when the wipers sweep the…
@kaburan #1: The Flash should be working now. I had an FTP problem with the .flv upload. #2: I took off three of the worst comps, and I'll take another couple off once I am able to render some wireframe and asset shots. #3: Both resume links should now be working. @ rasmus I appreciate the critique. As mentioned, I'm a…
Thanks for the reply will keep that in mind I have another issue, this one I have tried and tried and tried to fix, it came from this issue originaly http://www.polycount.com/forum/showthread.php?t=76476&highlight=modular To fix this I made the floor a tile, this fixed the shadow issue however I now get some strange effect…
Some peeps will argue about this, but your pixel ratio on your uvs is a little off. It would be ideal for you to get the most out of your textures by having everything relatively sized proportionally to the body. One thing u could try ( this will mess up your uvs, so dont cry, cuz i told you so ) grab everything, and do a…
Looks really good for the most part. The only areas that need improvement IMO would be the shoulder pads. They don't read very well. Looks like bad compression artifacts or something. Probably just too low pixel density, but It's blurry. As for the concept, It's a nice looking character, but I think it misses the mark for…
Because so much work is done for you - PBR shaders have far fewer inputs. For example, if you wanted to have correct energy conservation with your specular highlights with a shader that didn't have energy conserving specular - you'd have to do it by hand in your Specular Level and Glossiness textures. Now it's just done…