The material+harsh shadow is making it a bit difficult to critique. Also, it would be good if you could turn off the gradient in the BG. As for the actual sculpt, I think you will find better critique from people if you just showed the body/anatomy of the character. The clothes and big hair obscure a lot, and it is crucial…
@kanga yeah the sheer amount of learning content you can find for zbrush (plus that, at least before you could buy it and own it forever) are huge pluses that 3d coat seems to lack. Though on the pricing i think 3d coat is possible to own still? Not sure I didn't look super deep into it. But the lack of learning content is…
Blender has some really strange defaults, this might be one of them. Reasons? Probably historical, worst case its because its overlapping with some other function you never even use. The great thing about Blender on the other hand is that it is extremely customizable if you can be bothered. Just have a look for the Delete…
Thank you. Yes, these assets are from an environment im working on. Because it might still take quite a while till its finished I decided to show off a few of the props Ive done so far. Final env will be in UE4 and not Marmo. Really spent a lot of time on these documents, but I think it paid off imo. A ton of variation…
@jpeele if you open up the texture itself (not the material) in unreal there is a mipmap filtering section under the level of detail section where you can change the blur amount, sharpness, or just turn mipmaps off. You'll have to do this for every texture. Turning them off can cause the textures to sort of flicker at…
I think the warm lamp light should be more off to the left. Currently, it battles with the cool moonlight coming from the window. You don't even really need to model a lamp if you put it to the left, off screen of the camera, just through some interesting light profile on the light. I'd make it a bit warmer, give it that…
(Off topic) The whole thing was just a joke guys and it was years ago. Lots of people had good laughs in that thread. Okies? :) <3 Thanez said: Well any advice helps. I appreciate it! I was told to use another program in that thread and I just wanted everyone to see one of the reason why I made this thread. But this…
I would try modeling out some of the various pieces flat and off to the side, making a reference clone of them, and then applying a path deform modifier. This way you'll be able to adjust the model off to the side and it will update the mesh that's deforming to your character. You'll also be able to adjust the verticies on…
Just to note Maximum Dev that RyanB was proposing not to get the light vector with BP (so he could rebuild the phong shading), he was suggesting an entirely material based solution, using an extra landscape layer with tangent normals switched off (by switching them off in the entire material, and having the normals that do…
Back your stuff up. I know the EA comps are monitored so here is what you do: Take a thumbdrive to work turn off your machine unplug the network cable turn on your machine plug in thumbdrive back up your work unplug thumbdrive turn off your machine plug your network cable back in turn on your machine