this is really cool, it reminds me of keith parkinson's (r.i.p.) paintings. his style is closer to urs, in way, as its more graphic and less volumetric, but i think paying attention to the volumes and how the light source hits them may help u produce a more economic and realistic painting at the end. Only after making this…
I don't really boycott products just because of someones opinion and unless the person was an activist or highly influential I don't even think it'd be very helpful. Even then, I've bought books in the past from authors I thought were nuts specifically to read about their points of view so I've bought stuff intentionally…
- The crown should look special so it that it makes sense that those characters are stabbing each other for it; - The crown should look alluring enough that people that look at the image think "wow, that is a nice crown, I want that too". If the crown is in an isolated layer it should be easier to manipulate it. If you are…
Hey everyone, I decided to rekindle this project! My goal here is to make a really high quality prop for my portfolio, get a sexy render in UE4, and eventually make a little environment for it to live in :) I started the high poly with traditional subD modeling, but since Modo supports PSubs I've been using edge weighting…
Hi Michael, Thanks for posting. hopefully my feedback can help you improve your work and give you some ideas. 1) There is a scale mismatch on the bar-code and the barrel which confuses the scale of the overall object. Is it the size of a barrel, or tiny enough that a bar-code would be that big on it? I certainly can't…
As others have said, you're going to have to overcome the fear of critique and try to do some of your own example techniques with what brushes you think work. You gotta remember that we all started somewhere when it comes to developing techniques to creating different textures (Zbrush hasnt been around forever). People use…
@WayFray Thanks. I'll try my best! :poly136: @atomicguppy Thanks, I'll collect some more ref in that direction. I've got a feeling I might have to do more research before finalising the back anyway, but I think I'll wait until I have fresh eyes and move on to fleshing out his body for now, because I've been fiddling for…
i like the overall feel of the scene, but a couple things stand out. Like others have said, the rubble is too rounded and soft. some distinction between the broken edges and the top surface of the debris would help too. There is some in the second picture, but because it is so similar in tone it gets lost in the distant…
Alright, did some foliage concepts this morning. First up is the shrub, which I named tree 02, to keep things simple and organized. I'm pretty happy with how it turned out. I made the branches nice and small. Somewhat of an unrelated question at this stage, but should I add collision to this shrubtreething? And then I did…
It's always going to be a trade-off between several things. If you have more UV islands you have more seams, which is less efficient (more splits*) and harder to texture (more seams), but potentially packs better. You can add extra loops (as seen here with the suppressor example) and have less islands, but at the cost of…