Looks like a lot of indenting of normals, so perhaps some kind of "painting" of normals that wrap around the arms might be the best course without modeling, just using a "base", then adding the inner indents. Rethinking this a bit more you would probably benefit from playing with angles, to show the thicknesses between the…
Hey guys, I'm learning the new PBR texturing process and am getting to know and create the new maps. I've looked over a lot of forums and helpful advice from sites, some good reads I found on PBR are https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/index.html…
So I decided to install Max 2011, I got via a gift from a friend. :) . I chose to do this because I found that there is a greater abundance of tutorials for texturing for Max then Maya. And also because I think the modeling community overall on the internet favors Max and I find it difficult to get a lot of Maya help so…
Ok, cool. Not sure if you're looking for any critiques on this stuff but there are some weird things going on with some of the objects in the collage. The right-three vehicles look really flat geometry wise, were there heavy polygon restrictions on these? The flintlock rifle and Luger both look overly wide, especially the…
The sculpt looks fairly nice. I don't know what ears looked like in Brink, but in your sculpt the anatomy on the ear is way off and kind of strange. Compare to some photos online to see what I mean. The topology is on the right track but there are a lot of problems, and honestly I feel like you will need to redo large…
You could start from a base mesh and get the body sculpting done in five days, clothing in five days, texturing in five days, and then five days for wrap up and presentation. 1 day = 8 hours of focused work. I'd consider that pretty quick pace but with your current skillset I would expect that you could output a…
Hey! I would try doing the cables first: Something like shrink-wrap/project splines/curves onto the base shape, then extrude geometry along those. Then bake the cables geometry down and use the resulting map to create the heightmap.
If a trimsheet doesn't allow for wrapping outside of 0-1, it's no longer a trim sheet and just an atlas, at least in my opinion. You can use unused space on a trimsheet as an atlas though.