Hey, I totally forgot to follow this post. This has come along really well! The concepts for your characters are pretty cool and the texturing has come out nicely and they work together. My only issue is the background is just as saturated as them and shares an identical colour palette which kinda makes the characters…
You should never set up a portfolio site on a blogging website using a blog template. It just screams "not professional" to me. Other than that, your art is pretty good. I think you need to have shots of just the assets you created showing them off as well because when they are in an environment with everything else they…
throw away that youtube stuff you pick lighter tone and you paint it by hand. with your photoshop brush. this is why its called hand painted. same for shadows. playing with blending modes will only get you so far. its good for website buttons and art school teachers who doesn't know shit after 15 years in the industy. read…
what kind of auto UV you need? I hav my own auto Flatten UV ( for channel 2) it unwrap every individual mesh you selected to its own UV space ( not combined) 65.0 = your smoothing range how max going to separate the uv island based on this smooth rage 0.008 = your uv spacing between island, if the lightmap bleeds often,…
Ah i see. Well then its a good way for very complex materials, like landscape blending shaders where you are prone to run out of texture samples. If im not mistaken, then 16 is the maximum the API supports because of the way the GPUs are built, but Im really talking half truths here Were draw calls calculated per material…
Hi dudes, Thanks for the comments. I made some changes. I added another bracket to make the bayonet look like its about to fall off haha. I also decided to try making the bag a reddish leather. I liked the brown leather over the green last time but it really needed a change in values to not blend so much into the wood.…
Screwing around with post process effects now, I've been away for a few days so I haven't done much, started work on a new project, progress of which I will post soon :) And Paul: thanks again for the words of encouragement, it's great to have people supporting your work when things look bleak ! Turns out I had the blend…
At about 3/4 of the way through your sculpting, you've gotta turn off symmetry and start sculpting unique details on the model. I'm really thrown off by those mirrored veins in the arms - veins never acts like that on an person, they have so much variety compared to the other side. They also need to run farther through the…
You could just multiply the base/diffuse color with some value, and plug it into self illumination/emissive to have emissive on it in the material. And you could also have a mask , a black and white texture for the frames, that is blended in some way with this emissive thing. The brightness/lightness of the final emissive…
@lotet - really dig the paint over made some adjustments based on it. Took the day to retopo the body/ head and add a mouth box. Going to try out blend shapes on this one and sculpt a bunch of expressions. Clean up the face some more and changed the shoes to hightops. Thought it would be cool to have the bottom of the shoe…