That's odd, I haven't hit a paywall at all, digging out the soft low level stone is 12 seconds for your goblins. A pay wall is a hard stop that requires you to pay to progress any further. When it suggests you spend a gem to speed them up, you've already got a starting bank of gems to spend. Since you've got no intention…
There is no an easy and simple method to scan a surface yet. And non of them is always perfect for any kind of subjects. It's always time vs desirable result. You just need to understand a few things. A very base of any texture currently is a surface heights , an actual shape in a word. B2M ,crazy bump and such are simple…
I think your best piece so far is the dryad. It has some nice detailing on the horns and twigs. It's also good that she is posed, which makes her look better presented than most of your characters. Even on her though, the anatomy is really soft and undefined. I don't get a sense of a bone structure and musculature…
I do like the colors you've picked for the dragon texture. But you seem to have a lot of black shadows/details in your textures, which kills the texture for me. It feels very much like a statue now, "everything" and especially organic objects let through light, and these black shadows/details (especially on the wings)…
what trouble are you having with the hair cards? there is quite a few tutorials covering this. here is one i've found helpful : https://gumroad.com/l/pDpQi adam skutts isn't so different from many of the others as far as the technique goes but he provides the marmoset file which is really nice. for the actual placing of…
haven't read every single point but here are my 2c reduce to one page - at the moment your portfolio structure is like a dev-folder: a single place for all textures, one for all models and one for all media. but: it should be based on the single works you've done so make one portfolio page that reads 3D-Project 1…
The objects on their own look nice, but I'd say there's a bit too much visual noise going on compositionally when they're all put together in the same scene. My eyes are finding it hard to focus on the objects themselves because all of the textures in the scene seem just a bit too busy. Of course, making the lighting a bit…
Damn this is cool looking man, love paul's concepts and you're doing a good job matching the style. After writing this i saw at the top of the thread you might not be trying to 100% match the concept and these are pretty much written with that in mind, so take 'em with a pinch of that salt! Right now i'd say both her nose…
Thanks again for interesting links. That last video is one that made me focused on Houdini for some time again last year. Problem is that most of those example show things that is basically easier to do elsewhere. For example I use Terragen. It's also node based but still have a bunch of quick tools, that can do all the…
I completely disagree with this article: This guy is using of really low end user to grant Max some of it's useless (nowadays) features, like for an example bi-ped. "Complete Package for Game Development" - On my opinion, people don't know Maya enough to say at least what it can be done for game development, I will list…