Before you get too far, i would recommend you do all the shaping 1st, before the details so like carving as a carver would play-dough for instance or wood, then etch in the details, you can also go far into making teeth separate or download some & credit that you used those assets to be fair and then add in the details,…
Hi! I think it's a cool location :+1: I recommend taking a step back from 3d and break the reference down, identifying what's important/ location-defining. Including such preparation steps in your thread (and portfolio), you can communicate your thought-proccess to the viewer. Had a quick go at it: I think this doesn't…
Hi everyone. I'm working on a new html5 game project, called Dash Rumble. Dash Rumble Click to play - v 0.2 Devlogs 1- Devlog #1: designing the game and the AI Pitch Dash Rumble is a platform/arcade action game in which you dash to death! Push your enemy outside of the arena’s boundaries to win. The project Dash Rumble is…
Hi Vish, Right off the bat, what stands out to be the most is that your portfolio is all over the place. I would say pick an area or two to focus on and tailor your portfolio to that. Trust me, I get enjoying doing everything in the art pipeline, and while at smaller studios you get the chance to do a lot of different…
Personally I don't think the two-tone look is the right direction; I would paint the whole pistol as if it were a glock, reserving a few interesting metal highlights on the laser mount, pushing a more subtle contrast between the slide and the frame. What it looks like to me is that you're now texturing the pistol without a…
It's not needless - it's in the interest if making materials physically plausible. "control" is the key term here. In PBR - you don't get 100% control over the way specular works. The math handles a bunch of it in a much more realistic fashion; preventing you from making materials that aren't physically plausible, giving…
Nice gun you got going there Patric. Only cit i have is with the blacks at the front of the weapon. They come across as too flat and painted on. You might try to get more normals going on around the blacks, if you could isolate them and put a layer glow with some subtle black gradient property on them to get a little…
Much better HP renders, but lets push it further :) >Your digger should have some shadow contact w/ the ground. Right now it seems its kinda of floating-ish >Like your shadows should look something like this - now this is going above and beyond >The digger HP model has a minor pinch on the top left window area - fix it…
Keep the flat value for spec. Something around rgb 56,56,56 will work fine. All of your work will be done in your gloss map. Your current gloss map looks incorrect to me. You're best off generating your gloss by hand I'd start with a flat color for your gloss as well. Find your baseline value first and then start hand…
Drag her ribcage bow up in the middle. See Zygote for where the ribcage starts and ends (basically center of the breasts, goes to where the lil' dent is). I think the shoulders go a bit low. Scapula isn't that long. You might wanna ease a little off the latissimus. What the bloody hell are those arms? Does she drag trucks…