My general workflow goes as: Make High Poly > Make Low Poly > Unwrap Low Poly> Bake > Paint > Use low poly model as final asset. My final textures fits perfectly to the final low poly model but it is a low poly model and doesn't look very impressive. And my textures do not fit to my high poly model, because unwrapping…
I agree, something for his chest could be nice. Maybe a heavy necklace? Probably something made of silver or stone to keep within his color scheme. ( I dunno if there's a specific mythology you want him to fit into, if so find something there, otherwise I think a nice stylized skull would fit nicely) It'd be nice to see…
Wow. Thank you so much for the lengthy and informative feedback. Good to know those links did work in the end. :D It might take me a while to fully process and understand some of it. ^^; I'll try and go over everything I'm a bit unsure about. I was a bit unsure whether or not to modify the purse strings. I didn't want to…
First off: Cool scene to work on.. DA + Awakenings were great! It's very early work but I'll list everything that comes to mind right now, some of these you will probably have seen yourself already. -If you're going to make static flags then model in a slight bend or crookedness because perfectly flat banners look too…
Hey, i would look into the lightmap resolution as i see a lot of artefacts on intersecting surfaces. If you are unfamiliar with lightmaps i suggest you search a bit for best practices around that, like cutting out geometry that is not visible, etc. The materials look interesting but there is almost always a sharp…
"modelled and textured within 3 hours." This is not a good thing on your portfolio, man, especially when it doesn't look like you took longer than this. I'm going to be a bit brief but * Cut the zoom from the thumbnails. It's distracting and kind of annoying. * Remove the "young, aspiring" from your title. It comes off…
Cool, you're making a girl next! Looking forward to it. :) So far, the face feels a little bit flat. I would expect the nostrils to sit a bit further back, and the lips to curve around the barrel of the teeth more. I also think you could work on the subtle overlapping masses of the lips. In particular, the lip corners seem…
Hi everyone! This is my first time posting :D Some time ago I tried to replicate Riot's style of doing Splash Arts, here's the result! The character is Lin Fei from Brawlhalla
I think i just realized your plan for those "rivets" on the grip/frame, Do you anticipate baking those floating cylinders straight down to that curved surface? If so, You will have some major skewing, and likely end up baking the side of one those cylinders down to the LP. because the face angle of the LP at those points…
Hey guys, haven't posted here in ages, but getting back into this life. Working on a modular room kit for a game project that's trudging along. I would love any crits or suggestions on what I can improve on. I am creating this three-way join piece and wanted to know how the topo looks or how I could improve.. not sure if I…