I'm very impressed with your quick turnaround on those environment concepts and this looks great, too, especially for a first try. But to me the sense of scale and level of detail feels off (some of the screws seem tiny, while other parts don't share that sense of "watchmaker" precision) and it looks a bit cobbled…
Just to clear it up somewhat. Tesselation: this is the process of subdividing a mesh. Quake3 have used this technique to smooth out some geometry Occlusion/Parralax/Cone-Mapping: this is more or less a raytracing approach to sample the texture while considering the encoded depthmap. Similar to normal maps you will see the…
Agreed. I wish I had my favourites but I reformatted. One of them was a link to a portfolio I thought was the best way to present it. Basically, large images going down vertically. The other one was quite large thumbnails of different shapes and sizes put together to form a square. Like Tetris blocks. Overall your work…
Hi everyone, thanks for all your advices :) @ivars: indeed, motion path does the trick, but i don't really grasp how i could code that to be automatic, the whole 'related to timeslider' thing is pretty annoying. I'd love to hear a solution using this tough. The über function would be a version of 'Modify > Snap Align…
Thank you for the kind words, and for the suggestions! Appreciated it! Yeah, since having substance painter ease my texturing workflow, i developed a bad habit of just slapping some smart material in it and calling it done. IT IS an obvious flaw, of course, as some senior like you guys could've spotted it. I usually added…
Dang it, I just keep getting into more problems. Here's whats up: Last post I found out that to get the lighting correct on curved meshes the UV ends have to be at a perfect horizontal or vertical alignment, like the picture in the previous post. I actually had both the texture channel the same as the lightmap channel, so…
Good job on finishing the model 1) Overall, too dark. Hard to make out internal forms and medium details that aren’t just material changes2) Making things lighter or darker is not just a matter of adding more black or white. You need to change the color temperature AND hue.General guideline: lighter things get warmer…
@atomicguppy Thanks man. I agree the jaws could be wider. I think the concept art has her with strong jawline, but not square-face. However when I widen her jaw, it ends up with her square-face instead. Funny about her pointy nose, I was just thinking you could give her a little bit more pointy nose as well O o' I will…
First you have to decide what you want out of your composition -> here comes the story Yes block out look better because is still not overpopulated and you have some dynamic established by diagonal through train tracks - bridge , if you can repeat that few more time for example in rock above and conveyor belt to the right…
I'm not a character artist, so someone else might have better input, but here are a few of my thoughts. The first thing I noticed in your work was that nearly all of your characters have the same facial structure. The details are different, but they all have a vertically stretched appearance. That's not necessarily bad,…