Fantastic high polygon character with amazing design, but let down by noisy normal maps and lack of surface definition, your metal really doesn't feel like metal. I personally would remove all the low level noise from your normal maps and fall back to a much cleaner specular/gloss. You have some great forms in the…
Hey Lee, thanks for commenting, I had a question about that. I am using a metalness map instead of a spec map, how can I control the reflectivity of the water in Marmoset if I am using a metalness/roughness instead of spec/gloss? In Unreal 4, I could use the spec slot there right? But Marmoset doesn't seem to have any way…
Charles do you have a reference for something you thought would look nice? Dress is definitely a WIP but I dont feel like I have a handle on it. Appreciate the crit, thank you. Lee, it occured to me that I read it on polycount, in the GMH2 news comments. http://www.polycount.com/2014/02/26/geo-maya-hair-2/#comments…
HI LEE. I have little comments...Mainly cause I'm not exactly a character person. This is going to come from whatever lady side of me I have left. personally I think the make-up can do with another pass? less red? Perhaps a smokey eye even…
Ancient Greek set with the character Sappho ! I used pencils on the bg and fine markers on the character before adding values in PS. Notes on the design I placed a quill and a jewellery container ('pyxis') on a three legged table although I didn't find information on ancient Greeks using other than reed pens and tables…
Step 02: Visual Brainstorming I almost always start out with a few pages of thumbnails, first just to get into a rhythm, then after about a page or so, I start to expand with different designs more focused on whatever pops into my head that I think would be a cool idea. Usually by the time I get to 2 or 3 pages I've…
Thanks gsokol for some really great feedback! I took it all into account for my next update, which is why it unforunately took so long. I redid a few parts to make it more interesting, and this ended up taking more time than I thought it would. Next time, I need to plan this out better... The only part you'll find I did…
Hey dude, that's not bad for a beginner. Post your flat textures to see how you uv mapped the character - this could help find out why your normal map was not good. I like the guitar btw. Here is a paintover of some things you can change easily: The overall shape of the head could use some small changes and your edge loops…
Here's an example of where they both suck. Yes, it's a bit contrived, but now you can see why all the techy panels in the Doom 3 world or kind of soft, or they slightly bevelled everything on the first place: (these are sized down, so some of it's lost I guess) [img]http://www.members.shaw.ca/whargoul/bad normals…
I wouldn't worry too much about those. The plushies where in huge demand before they offically came out with them. One player was even making them and selling them on her own and had a detailed set of instructions oh how to make them on your own. I think they shut her down and started making their own about that time,…