Looks good! I think two things that could really help for your next project would be relaxing your edges a bit, and pushing your material definitions. Your edges are a bit sharp, so they're not going to catch as many nice highlights. It's a bit unintuitive, but especially for game assets, it's important to soften sharp…
Thanks! Haha, I guess a lot of us are cutting it pretty close, then. :) I polished off both high poly for both today, which is great, though it turns out I probably need to edit the low poly for the Rider and redo the crab (which is fine tbh). But when I went to soften my normals in maya before baking, it smoothed every…
the general modelling and topology process between game and film isn't radically different. One influences the asset is the pipeline and final output. Both will require clean geometry and good even topology, and both will also use things like LODs. Games however, even on high end engines, will require a tighter budget to…
Hey man, how's it going? I have a few pointers for you The main issues are with proportion and face shape currently, definately don't proceed into hard surface stuff until you get the proportions and silhouette nailed. When it comes to female faces, it's all in the subtlety, you really have to make the forms look right…
Cheers, glad you liked it guys \m/ yeahhh hoo yeahh \m/ well i worked on my first sculpt (the base for the deformed one, may be I could grab a shape-map/ vector map , and morph the low poly in engine in the future?!!! is it possible?!!! search needed, ha ha ), when I saw how many assets every one is making, I though may be…
Sculpts are looking awesome, most of them are looking like scans!! Individually they look great but together I can see you still have a few features you are holding onto. Most noteably the bridge of the nose which you have quite sharp and flat when its actually smooth and mostly rounded. Your outer brow is still poking out…
I am of the opposite opinion of matsman. You should never let yourself get zoned into a feature before you are ready, which I think is what people tend to want to do when sculpting faces, and in particular doing likenesses. It is almost impossible to pull off a face if you are sculpting feature by feature without a proper…
Hi, Something we used all the way through our last 2 productions was a "Curvature baking" plugin. It definitely helps in lifting up the first diffuse pass in relation with the geometry. Used it as multiply pass for soft not-too-shiny organics as clothes, skins, woods ... or as color-burn and/or soft light layer with metals…
@awesome welles You expect a thorn apart comments?..so here goes.. The gun texture doesn't really looks like a metal with the red/ white color you have currently, so shiny and smooth, looks like a brand new toy plastic gun. You can of course put some nice scratches in some place in the diffuse texture and a lot of…