Trust me on this, one cannot paint that kind of stuff convincingly if there is no good mass definition to hold it up. Thats the reason why yours look like they are "sharpied on" - its just a thin black make-up line on yours, because you assumed that, since it deep, it must be black. But on the reference you are looking at,…
hey man, he's pretty cool! NOW FINISH! He definitely needs another pass of detailing if nothing else to sharpen up some lines. You got the playdough disorder going atm. Don't let it take over! REFINE REFINE REFINE!
Hello Everyone, i was searching the web and forums for the question which solution is better: I found out that there are 2 options for me (maybe more I dont know) to get my textures on my model I made with blender. 1.) The first option is to do it the default way. Unwrap my model in Blender and get my textures on it in…
Good day/evening everyone, today I mustered enough motivation to chase an old dream of mine of making my own proper videogame calling it "project ALT" for now. but before even tackling the drawing board for that one I decided to start a small test project that in order to pickup any missing skills that i might need for the…
Hi, first thanks for taking time to answer me. First about a carrer choice, i heard the better way to get into the game industry is as a environment / props modeler ? But is it also true for Film industry ? And i was also asking myself, how many poly a " next-gen " character should have ? and how do you define next gen ?…
When you are working with any shader combined with the textures for material definition, you really need to make a decision; what is the ultimate output goal? What I mean by this is your final presentation. Is it going to be in an engine or offline renderer? Creating textures for material definition in one engine/shader…
Well..you will want AO and Normal maps on a surface that you are attempting to portray an illusion of depth on....The normal map tells whatever rendering instructions you have which direction to make each pixel of your material appear to be facing...for example the tangent space normals are all on the blue channel in order…
I..... wrote a very long post and then something happened and it was all gone T__T So let's try again: FRONT: Probably the most crucial part (to me), so I devided that into different working steps that would make it possible to you to see what I did in relation with your 3D Model. Facial shape: Must be longer and…
Just to echo what RexM said lighting and scale do need work. You are putting together a decent scene and have the right idea. But the textures and models aren't quite there yet. Take a look at some work from around polycount, like this model from halo reach Scratches run along the corners , and the exposed metal beneath is…
Looking better. You should try and work in some depth to the wood as well. I like post #7 the best. Post #11 is a bit noisy and lacking depth. A good rule of thumb I use is large, medium, and small everything. So large shadows defining broad depth (>10 meters away type depth), medium depth to define smaller depths (10>x<1…