okay so... you've got a fresnel node multiplied with your alpha texture and the result plugs into opacity, there are two problems i see here: 1. your alpha texture doesn't have any completely white parts, which means all of the mesh will be translucent. make any parts you want opaque completely white in your alpha. 2.…
You're missing out then! The world of western comics is much larger than Marvel and DC. Brandon Graham, James Stokoe and that general circle of artists are doing comics that are a blend of European, Manga and Underground Comix. The current comic creators are students of the world. James Stokoe's most approachable comic is…
Really quick paint over of a few areas. I think your main issues is all the cylinders and bevels. No matter how much you save on the main "body" they are always going to be munching the poly count. Do you have a target your aiming for? I'm sure if you removed even a few of the divisions in some of the cylinders you'd see a…
You're definitely wasting a lot of uv space right now. Beyond what Brian mentioned, there's a few other best practices you should get in the habit of. 1) The first thing you really want to do is take everything out of the 0-1 space. Take the largest and easiest uv islands and start building up out of the bottom left hand…
I was never really sure if Skin used it or not and never looked into it, thanks for the links! I make use of the "assume skin pose" while animating just to get pieces back to a clear starting place. It also seemed to help keep the biped clavicles in place, where before I started doing that they would apply a universal…
Alright, so things were a lot slower than expected :( Updating with new research images, better sketches and new ideas. The outfit is supposed to be worn during the years that follow the destruction of the monastery. Magina is travelling, on quest of strengh and answers to defeat magic. He is a lone pilgrim, without money…
So this is my current progress on my 'sculptor' Character. For context, He's a support character in a game I want to start working on soon. In my game there will be a rare skill/ability called Sculpting. This is where you can control the building blocks of materials and change them into something else. You could say it's…
An easy way to get started drawing is to get good at drawing basic shapes in proper perspective. Learning perspective in a more formal way can be very useful too (with the cone, there's probably a guide online that's free). It can be a little boring on the surface but it's easy to just do. You don't have to think of an…
Thank you! The sculpting is something I don't want to spend a lot of time on for each asset. I just want to have fun with them :) I'll probably just go with beating up each stone type asset with the claytubes brush and throw a surface noise on it with a custom curve. That's all I did for this pillar. I'm still concepting…
Setting up Materials for Low Poly Presentation // 3ds Max: I have seen people make the mistake of not showing their characters or objects with 100% illumination. Or in other words, they are allowing the software to shade the polygons which makes everything look like garbage. It probably seems like common sense to a lot of…