This is a very constructive and detailed feedback i really appreciate the attention paid to my project by both of you guys @sacboi and @zi0 ! Thanks !! In regard to the question you asked, i honestly did not fully understand what you meant but i'll try to answer it anyways : - To start from the beginning a brief…
>I should probably give you something to improve on so the only thing I can see is the cooling fins on the engine at the front. They don't stick out enough for my liking and are quite thick. On a real engine they are thinner and longer to better disperse the heat, like this: - @Bostvic Yeah I think my thought process at…
Deforges: Thanks for the feedback. I broke up his silhoutte and it looks much more effective. _DeadPixel_: Thanks man! Yea, I hope this shader is a bit better :) Kaelin Hinnant: Thanks :) I did it in zbrush. I basically masked the area I wanted and extracted it. The trick for me is to use dynamesh and always stay at the…
@oskarreftel Hey, I was stalking your mma fighter thread, it was one of the references and target quality level/competition I collected before starting this project. My high poly for the LMS guy, sheesh, took months. I'm pretty new to zbrush and that last man standing was the first real character sculpt I did--I was…
Re: latest head sculpt: Okay, what you are doing is not properly using your reference. When using a reference for sculpting you should be trying to match your sculpt as closely as possible to the reference. You are not, you are sculpting from imagination. When you sculpt those ears, you are trying to remember what ears…
I'm glad you guys like the alphas. I can't take credit for them though, they're from here I'm done! Here are the final screenshots! I ended up re-doing the lighting and post process from scratch. I was having alot of trouble with the bakes so I watched one of the Unreal Academy's lighting tutorial and it helped to setup my…
You're looking at this really sparsely, that's why. The numbers of tutorials have increased over the past couple of years because of the number of programs during this generation as well the time we are in. Tutorials were much more rare if you look at the number of them available during the 90's and early 2K's, due the…
@Perna, Yeah thats exactly what I was looking for. Up until extremely recently, my workflow was pretty much (for games related stuff) make low-poly model and then make the best textures possible in photoshop then create a normal out of that. It worked pretty well for most things. Obviously for some parts I had to invert…
Thanks a bunch yallz! :D Fnitrox: thanks man, the 'guide' stroke is just a standard brush with sharp alpha nightFlarer: thanks haha, I hope so :) mr_ace: haha thanks man! your comment is why i posted up a new vid Screwonhed: hey thanks a bunch! Ferg: Thanks dude! :D Scythe: thanks man! Super glad you dig Alismuffin: hey…