Hey, I actually ended up figuring this out, so thought I'd update this thread in case anyone else is ever wondering how to do this so they don't become stuck like me. Here is what I finally got: I'm still fairly inexperienced with Unreal so the things I've done may not be the best or most efficient way, but it's working…
So, I don't want to call anything terrible as that is just not constructive at all. What I will say is that your work is far from industry acceptable standards. First off, what is your goal as a character artist? high res film? games? collectible statues? These all carry different requirements and thus your folio will need…
There is a lot existing professionally made models you can check out for free to help get a better idea of what people have done in various situations. Zbrush comes with some base meshes, I believe Maya has some in the content browser under windows > general editors. Unity gives out a free model called "animation guy"…
Here are some notes I made for your city environment. 1. Shadow colors need to be tweaked to show lighting from the sky and surrounding environments. This is typically achieved using a skylight and global illumination (this is usually done through baking in UE4 although there are also real time solutions like LPV). All in…
Its def. looking better imo. Now I would give it what I call a blob pass, where you add a slight random cloudyness to your textures. I have a cloud brush I use for this in photoshop, but you have to make it really subtle. This will make your textures look less flat. Also, did you really look at that link I sent you?…
This looks like it is a mix of both issues: general anatomy/proportion problems (even if it is meant to be stylized) and the previously mentioned tendency to subdivide way too soon so that you are working with more polygons than needed. It's possible your basemesh might also be making things harder for you since the…
Actually ... for the sake of clarity I should probably provide a practical example. I personally don't do much modeling anymore, but here's a hardsurface facemask / helmet I did a few years ago. It is fanart, meaning that it has to stick very closely to the source material ; but said source material mostly consists of…
cartoony walks will follow bouncing ball closer than stylized walk, a realistic one will follow bouncing ball even less. I don't think strict adherence to the bouncing ball exercise is a good idea, forget it entirely if necessary. In a walk the person never leaves the ground so I think the bouncing ball analogy is not all…
Cool a couple texturing questions. I started with designing the highpoly then bake the info down, with the texturing I used photoshop and I broke it down into three sections the dark brown, silver, and when applicable the yellow tubing. I spent a few weeks doing several different texturing approaches until I found the one…
Hello NikhilR, Thanks again. I kinda' feel bad that I might take too much of your time. I bet that you might have so much other and more important things to do than answering my questions. Anyway, I'm so grateful for all your pointers. The video is exactly what I was talking about. I didn't mean to present a level of an…