I echo all the positive things people have said about this piece sofar. But there's one thing that jumps out at me within the first 3 seconds of looking at this guy. Busy. There's sooo much detail in his skin and armor that they really clash for attention. There is no information hierarchy, just one giant mass of busy busy…
I don't use hi poly mesh for such things at all. All the edge rounding could be baked by just using rounded corner / bevel shader or whatever your 3dpackage or renderer call it and this tiny "detail" could be just painted in substance painter, 3dcoat , or any texture soft. It's a bit less easy on cylinders crossing each…
Hello peoples! For my first post on the forums I'll introduce you all to a creature you've most likely never heard of, the Sailfin Dragon (or sailfin lizard/soa soa, whichever you prefer) which is a semi-aquatic reptile that can reach around a meter/3 feet in length and is the largest agamid (reptiles commonly called…
@Necrodark So after a lot of experimenting and test bakes, this is what I came up with. It's probably not the best way to do things, but it's the best I could come up with from my very limited experience lighting in Unreal. . . First off this guy has a great volumetric fog presentation if you haven't seen it…
Been a while... After about the 7th time relighting this for the new "completed" items managed to obtain soft shadows in marmo, idk how but i love it and this is kind of how i want her to look like with the pinks in the pit/shadow/indented skin. trying an idea for a style for this so it will be a bunch of updates like this…
The women’s-only adidas falcon women white is set to launch in a brand new “Rose Pink” colorway for the summer season. It comes constructed in a combination of mesh and leather detailed with soft, textured suede. The shoe features a Nude tone on its upper with Soft Pink overlays atop a matching chunky sole. The new adidas…
That is looking muchhhh better now, it's starting to match your reference now. Also there was something I also spotted later on and figured out what else could be stopping you from achieving a look closer to your reference. The way the ceiling lights are bouncing off onto the environment is going on a 180 degree direction.…
looks like a good start man, the main things holding it back i think are the textures and the lighting. the textures seem kind of blurry, I dont know if its the way it has been rendered or just low res textures. That rock foundation texture on the bottom of the building seems really blobby and doesn't have defined rock…
I've tired a few: Fraps: works well, but after a while it wouldn't record files anymore, no errors or anything, would just create a file that was deleted as soon as I stopped recording. Very frustrating. Bandicam: works well generally but gave me issues with UI flickering (didn't show up in recorded video but made it…
Are you setting up any image planes in Maya? The eye/mouth proportions look alright, but it's difficult to compare your renders with the reference. I did a paintover for you to illustrate how the nose should look (You want to maintain the profile, but the nose lacks sideways dimenstion, some suggestion of nostrils, etc.)…