Thanks Avanthera for the critique! I appreciate how in depth you've gone :) Her design is super boring at the moment but that's what I plan to explore in this project. I've gotten down the basic idea of her, now I'm gonna do some design pages for her various, like her hair, hat, apron etc. and add those various magical…
Hey this looks cool, I like the design. The biggest issue that stands out to me is how mushy the hard surfaces look. The closeup highpoly render of the cockpit shows this issue well, the beams that make up the window don't look like they are precise metal beams with proper seams between elements, they look as if they're…
Doing arch viz work for gear vr that is why using MR. Tried Vray it still has same outcome, Corona dose not work with RTT. What did work was RGB light setup for making normal maps, its only good for Ivy and planer grass / foliage etc. There must be some way to get it right in the first place. Solution that I found but its…
What about Portal or other puzzle games? People like those I would say. You also have to remember one more thing, games which have violence and scary elements rewards the player when they achieve something. Think about Amnesia, safe houses, story progression, new things which we struggle with fighting and overcoming a…
I just split each element as it's own obj file (some exporters allow this automatically). Then using zbrush's SubTool Master plugin, I use 'Multi Append' which lets you import all the objects and append them as subtools all at once. Otherwise, you could split the mesh into polygroups in zbrush. They eyes are most likely…
Thanks, I'll try all of those suggestions in a bit. But what makes the target not valid? I don't think I understand what you mean by vertex order. My model is a full body, so I selected the polys that made the bust, and detached it to a separate element. I made two copies of that bust element. When it wouldn't let me…
Hey, quick question; Do you guys tear up your mesh so you can do the UV? For example, you build a spaceship. You can't just simply apply a UV modifier because the ship is 3-dimentional and there will be tearing and stretching a long the edges. What I do is apply the modifier. I then split a reference copy of the ship into…
Earthquake: Thanks for the help The main reason I prefer using smoothing groups / hard edges as opposed to edge separation is that breaking an object into multiple elements like that messes with my workflow, as I like to manipulate the shading while working as opposed to after the models complete. If the object is broken…
Very quick update: did a first pass of the first model, chose the seats as the most prominant element of the scene. The fabric looks nice, but some shapes of the model still look off; like the dividers and the arm rest shapes, and the middle should be a bit more "droopy", also should probably spend some more time on UVs to…
I do like the blue colour, but it's beginning to look a little matchy (re-adding brown elements will likely help)... The original brownish colour was chosen from the brown elements on the leathery parts of her clothing. I originally made that too saturated, and greyed it back a bit. Because she is so dark and blue-green, I…