thanks KartoonHead! Make sure you check-in at the hospital. You're jaw isn't supposed to fall off. :poly124: Zbrush was used for its dynamesh operations. The render/textures were done with Vray/dDo and the boolean object were imported from 3dsmax into Zbrush for dynamesh. Thanks Shrike! Once I was done with the dynamesh in…
Oh, man. I'm loving the style of these props/characters :D One tiiiny thing that's bugging the grammar nazi in me is that "Ion Supplys" should be "Ion Supplies" :x
polypunx - Thank you, but I agree with StefanH about the proportions. 6.5-7 is the average, so I'm not sure what Loomis was writing about (but I love his work). disanksi - Thanks man iomeen - :) BradMyers82 - Thank you Finished the backpack and almost done the highpoly.
Hi everyone! I would like to say that I'm madly excited about this competition! Being a League of Legends player since 2010 (wow, Miss Fortune was being released!) I can easily say that this game was one of the biggest things that motivated me to enter in this realm of art. The character Xin Zhao, like I said before, was…
Very thorough research indeed, cool images and cool project. You might have gone for a stereo microscope though. Better suited to observe the surface of things and gives you a 3-dimensional view on the objects you are looking at. (examples:…
I've got to agree with @musashidan that.s one ugly ui haha. But why would you retopo in zbrush? I like to dynamesh the shit out of my mesh once I get the shapes right I duplicate the mesh. After that I zremesh one and project the dynameshed one on the zremeshed one. Than I sdiv my mesh and add details. After that I take my…
@Jaykrass @somedoggy Thanks for the additional feedback, it really helps on improving and this being my first environment I'm proud of, I will definitely be aiming to improve and look more into the details you mentioned from extending to different materials and also the smaller the details you mentioned Fabric: I'll…
Hi! I wanted to share a bit more of the math to make sure it's clear what's happening. So UE4 uses range of 0-1 for specular which gets multiplied by 0.08, and as previously stated this only gets used for nonmetals. So the default Specular of 0.5 gives you 0.04 aka 4% specular reflection for dielectrics. The reasoning is…