my only crit is your presentation... actually only with how you are showing wireframe, comes off as a half ass quick fade - especially in the first pic when he is kicking the bag, you have such minimal wire showing that you may as well not even bother and what is showing is on the bag which is a really simple prop (you…
good progress! personally i would scale the head a tad, right now she is like 9 heads tall, to me the original artwork never had this super hero feel to them, i guess this and the fact that she looks quite mature would be the things i would adress. I like the face you have, just not sure if the character is supposed to…
I shared some of the city breakdown here @fearian : https://80.lv/articles/building-rainy-streets-with-ue4-substance-001agt/ its all quite limited to what you see on the main shot, as you have probably imagined. I also forgot to mention there, but most of the lights have a fake glow applied to a plane in front of it,…
I merged the LP and HP meshes into one due to the fact, that I want to use 1 shader for all of the night table's parts. Within the goal platform, UE4, it's supposed to be imported as separate mesh parts, as we are aiming to utilize it as a destructible mesh.- Also the drawers can be opened and looted. I had to model faces…
The face structure looks a bit more puffy than in the drawing. The mouth is also slightly wide, as well as the eyes are slightly farther apart than they should be. The whole skull in fact looks larger in your sculpt than the drawing. The nose looks perfect, as do the eyes for the most part. Perhaps the preorbital puffiness…
I agree with the aforementioned clothes issue, and I would also add that the knees sculpting looks off, it looks like he almost has 3 knees instead of 1, The face looks sweeet, though one thing I may add is some more cauliflower ear would definitely emphasize the fact that he's a fighter and the amount of experience he…
http://books.google.co.uk/books?id=f2Ca-m0MjagC&pg=PA22&lpg=PA22&dq=racial+anatomy+face+differences&source=bl&ots=VnUUcWEj1p&sig=TXGmHm7bYM5q-odM8liaB2UmQ2E&hl=en&sa=X&ei=bXI4U97iNLTT7AacvYDYBQ&redir_esc=y#v=onepage&q=racial%20anatomy%20face%20differences&f=false found a sample chapter (3) of this book which apparently…
looking at it again i have a few suggestions, make the transitions from the feet to skin more apparent, similar to what you did with the nose to face transition, also do this to the tail. might be neat to fake some translucence under the eyes there, making the skin look thin and hinting at some milky eyeballs underneath or…
Different shaders use different specular lobes. Disney GGX is a commonly used one. Im guessing that’s why you’re seeing vastly different reflections at glancing angles… tools are probably using different ways to calculate how a roughness value will scatter the “rays” of light, and simulate the scattering of light that…
DecalMaster is a Maya plugin designed to accelerate the surface detailing phase by providing a UV-less, non-destructive, non-committal workflow through decals and trim sheets. It does this by enabling quick placement of decals onto a target mesh as well as automated uv unwrapping target mesh faces to trims within a trim…