Wow, that's awesome, I'd take scoobys lil contrast suggestion to heart cos it definately makes things even better. I think fully rendered concepts work better with a grey but linework definately lends itself more to sharp contrast.
Hey Johny,i defined the faceplates at level 1 or 2.i got higher for this picture because i thought the planes were ok and i could start the detailing. So i should define them more or is it the shape that's wrong?
I agree the arms need some work, possibly define the deltoid some more. The arms look like average arms, if you used reference. For someone doing a lot of combat like a gladiator their muscles would be a lot more defined.
Have you looked at using the dam standard brush to really define forms? I find myself it's much easier to over define forms and tone them down, than it is to try to shoot for a very specific level in one go.
More work, this time on upper shoulders, defining them some more and adding tendons. Bit of work on lower leg, defining the calf muscles. Can anyone give me some pointers on what should be my next focus?
It only detects edges from the input maps you define. If your normal map and curvature map have edge information, it will find them. You can even define edges via height/AO as well, in addition to the OSNM.
[WEEK 02] This week I defined my main biome reference. It's a great lake Ladoga located in Karelia ("Land Materials" pic). Thinking of the mood of the scene, I chose "frozen sunset" as a starting point. I'm really inspired by all those sunset colors that can be reflected by snow and ice. UE4 BLOCKOUT I recreate my Week 01…
Hey Shaun Slade, good to see you're exploring your theme a little more. I think for establishing the mood and colors of the area your first ultra zoomed out shot works great, though if the idea is to give it to Epic to use I think it should be much more defined into what things are. I suppose it's the kind of nature to…
I'd really recommend that you stop scratching right now and try to define your materials. Is your stock wood? Polymer plastic? Rubberized? Is your barrel blued metal? Parkerized metal? Like the previous poster suggested, define your materials.
Hard edges have little to do with the angle of the geometry. A hard edge is something you define, in max by using smoothing groups and in Maya by tagging the edges as hard. Though there are some automated ways to define hard edges by angle in both apps.