I just threw something together really quick. i removed some of the wires to create a negative space that makes the face flow down better with the wires from a side view/inspect. my version is too straight and probably too plain but you get the idea. i also have no idea where those wires need to balance out in alignment…
Color map's still in-progress and loose, but just about everything is blocked in. Did a quick front-view paint-over of my color map to start getting a feel for how I will approach the diffuse. Lots to do. Camera rig's almost ready to test the top-down view to get values/reads down. Still playing with how saturated/bright…
I kinda view this like how I view sculpture, (most of the time) you are not recreating everything 100%, you mostly want to capture the general shape and feel of things. This doesn't really apply for everything, but I think its important to understand the idea. I've seen lots of models were people get to worried about…
The biggest issue is that your many of details are just straight up way, way, way to small to read at the resolution you're baking the map at, and likely at any reasonable distance this object would be viewed at in a game. Exaggerate those details, beef em up so the baker has something it can actually capture. Dont zoom…
@Toasty Try to follow the original colors of Storm Spirit, The robe should match closely (in terms of color) with the default. As for the color range, you should really reduce it to blues/compliment colors and some red. As well as using red create those focal points. Right now the colors go everwhere and its difficult to…
Thread original post updated with final pictures. Reminder - You can see the high res here: https://www.artstation.com/enhirement This was an awesome experience. I learned a ton about creating assets which are viewed from an specific view point. It was a challenge, but I'm glad to say I am coming out of this with a better…
Hello guys, got some time on this weekend, Progress so far Out of marvelous. now will again focus on head. @Spoody i think you need to use your model from bottom up view and top view it will help you fix most of the parts. Lips are also towards inner side, when they are moved outward it will define the character's face.…
No unfortunately it won't brighten up the edges. That's a view-dependent effect like you said, but in RTT the view angle is orthagonal along the W axis in UV space. In other words, straight out from the surface, at every point. So, the baked texture will look like the middle part of the glass there. The way to replicate…
I think one thing about viewing pictures on a forum is that if they are extremely long... it is hard to get a feel for proportions. I generally drag the picture onto the desktop and view it at a smaller size so I can look at everything all together. Did a little paintover... hope that helps :) Edit: you know I might have…
This is the final design for the artwork. Feel free to suggest anything before I start inking. I'm too lazy right now to work so I might do it tomorrow. P.S: I have a small problem... I work on mac and due to a known issue can't view my skin in-game. If anyone volunteers to help with viewing the skin and providing in-game…