I'm having trouble blocking this out too, it looks fine in the front view, but when i change it to perspective view, it looks strange :L How are people setting up their concept in max? I added mine as the background of the viewport, but when its in perspective mode it's hard to keep the model in the same place as it.…
I agree with Shiniku...sculpting skills are superb. The anatomy and texture do need a little more "love". What I see with anatomy: Head form is box like from front view, eye sockets seem off from 3/4 view. Proportions look pretty good though. The clothing/folds look really good. I could use some tips on those ;) .
I'm having problems with references aligning as they should in 3ds. I'm using a top reference image of a plane I am working on along with a side view, but have problems when I can't find a perfect orthographic front view, and cant make it match up to the existing references. What workflow do you use to get everything to…
Update 2: I think it's coming along nicely, especially from the front and 3/4 view. Something is bugging me on the side view but I can't put my finger on it at the moment.... any ideas? With perspective on: Edit: He was getting too "bulky", so I reduced the thickness of the neck. I also made is jaw less "square", and I…
If I only have two outputs in the scene. One with diffuse(rgb) opacity(A) and the other Specular(R) Gloss(G) AO(B) should it work in the 3D view in substance or will you only see the results of the output textures once your back in unity? At first glance nether and RGB combined texture as shown above nor opacity worked in…
The bullshit is that there is no difference But we can turn off that white noise...we can discuss it..we can write books educating people against it's evil.....that's the difference...we can criticize, analyze, convince other people that our cause is worthy...the mechanism is there when someones view is not front and…
Sorry to bring this thread back, but there was a post in a thread on the 3dcoat forums that I thought was very thoughtful, and would certainly refresh our views on specular: http://www.3d-coat.com/forum/index.php?showtopic=3561&view=findpost&p=30378 The bold bits are quoted from someone who was much less knowledgeable on…
Floaters 101: You need to have an "outline" loop of polys around your floater that lays parallel to your base surface. Around curved surfaces, your floater's "outline" needs to match the contour of the surface as well, again it has to be parallel to the surface. For floaters, the goal is too look seamless from a certain…
Worked into this a bit more :smile: Widened the van a little as well as changed the profile from the top which I think makes the 3/4 view a little smoother. Added bumpers, headlights, more windows, numberplate's and rounded the corners of the windows off. Gonna try tackling the ice-cream cone tomorrow with the damage…
The front view looks fine, but the side view doesn't look much like him. The main flaw I can see is the upper lip lacks volume. If you look the picture of the side of his face, you can see the upper lip goes further ahead than the forehead. As a result, his side looks "flat". He has much thicker and pronounced face lines.