The month timescale is undoubtedly always going to be an issue with these sorts of challenges. But although this challenge specifies one month, it doesn't stop people from tweaking/finishing afterwards for their 'folios. Personally, I find juggling a job and 3D work time consuming as is, HOWEVER I do believe that the…
Thank you guys for the advice! I agree that he's looking a little sad and droopy, so I went back in and popped him down a few divisions and pushed some stuff around, this time working from multiple 3/4 shots, and here's where I've gone so far Here are a couple gifs to more easily show the changes (sorry about the angle on…
The other guys are right in saying the issue lies in your values. You need to push them a lot more, brighter highlights, darker shadows. Try adding some varying width, size, and depth of your dents/scratches as well as the wood grain. It will add variation and make it feel more natural. These details should all vary in…
Animate with morphs and gDeform, attach points to the face, skin your mesh to bones that follow the points. I would create morph/blend shapes because that is the fastest and easiest way to animate a face. This gets even easier in max because of the push pull tools that can be applied, you can even use gDeform to further…
This is not the normal map though, it's just a preview of your mesh with whatever light(s) that your scene currently has. If you open the image that Max bake, normal map should mostly contain purple color for tangent normal space. About the red color it's a ray miss, means your cage is not pushed high enough the encompass…
Here's a little something that I've been working on in Blender. This is actually my first sculpted piece, as I've never gotten my hands on any other poly-sculpt software. The overall model is upwards of 800,000 triangles. At that level, the system starts to chug a little bit. (enough to be noticeable, and a little…
[ QUOTE ] Edit: Also, the use of mo cap is the best I've seen - it's perfectly integrated with the regular animation system and really helps with believability. Examples: chasing the guy in the tracksuit through the town, helping and following your sniper buddy. [/ QUOTE ] The one scene that did it for me was about…
To the poster and KP: Thanks for the awesome thread! It's great to see a very in-depth breakdown of how geo/texture can work together as opposed to detracting from one another. If I may add my 2 cents... it would be cool to see some harder contrast in the AO; really push the blacks where they need it along things like…
Looking slick, dude. I personally would have loved to have seen a lot more pink in there to fake a bit of SSS, just to give it a bit more of a creepier feel and to help push the loose skin a little more and giving it that translucent feel. The head is my favourite bit about the whole piece, especially in the first shot…
Hey @Blue_Pixel, this looks nice! Feedback-wise, I'd say you could break the silouette of some of your props a bit to make them more natural. For instance you could add some edge loops on the pillars, where the brick seams are, bevel them, and push them inward a bit. The wall with the quadragular shape and the ground…