Spent most of Sunday figuring out size & stuff. Played with lighting a bit. 6 yellowish lights, w/ the ambient box checked. Started some padding HP modeling. Not too happy with it yet :d
you need to own that shit. Enter the dragon, motherfuckers! WOOAHHH!! if someone looks at you, just running-jump-kick their head through a car window. WOOAAAAA! W-PSHH (and other kung fu noises)
Finished some Fan-art based on the show "Vikings". Was really pleased with the results of Quixel suit once I got it up and running. Armor textured w/ Quixel suit and image rendered in Marmoset. cheers!
Hey man, looks great ! I agree w/ Four6810 about the value and seam problem only suggestion would (maybe) try to see what the spec colour looks like when its blue :)
how do you punch in specific coords like that? Anyways, they have some really high detail sat images of our office building pointer coords: 39°30'56.48" N 119°46'41.44" W
Rick: Moved on to the James Cagney series of gangster noir yet? Highly recommend them... I love the B&W stuff too, but then I like 'words' more than pretty people and explosions. r.
Hey. Is the model w the rig the same as the top model? I cant tell. Also i feel that she doesn't feel like tracer. I would try to make her feel younger and thinner.
i'd approach the hat the same EXACT way you did w/the boots. curvy....twisted.....like the face. little bit bigger for sure. that would add a ton of balance to the whole thing i think.
can someone explain please how this works ?... im getting seams all over if i try this?... i guess i missed some info turning this b/w pic into normalmap...hmm o.O
The back wall is just MR's architecture shader with a concrete bump applied and the clay is a fast SSS shader w/ a dent for the bump tryin to work on some anatomy tonight since i'm pretty bad at people: