I think you're off to a good start, but your forms are coming off a little doughy. This can be primarily avoided by laying down your primary colors of choice with a soft brush, but then immediately switching to a hard brush to paint in the values more solidly. This gives the piece a more solid, painterly feel, and keeps…
Thanks for the comments and feedback everyone! I will check on the softness issue, making them look rounded. Weareape - Thats most likely due to the fact that your height map at some point became 8 bit and is not 16 bit, resulting in stair stepping. If you override the "Output Format" of the node that is 8 bit and change…
if the screenshot´s edge display shows the softness of the normals they seem to be ok. did you try using a cage in xNormal? and even more important did you move the mirrored uv´s out of the 0,1 uv space for baking? for some reason this seems to work sometimes in maya but i guess xNormal is not happy with overlapping (and…
I don't remember but it didn't take that long, I spent more time on the sword hilt than anything else (and I ended up having to simplify it) Swept rapier hilts are bullshit. If you're going for speed by far the best way to do a helm like that or any smooth gradient is to use a big soft brush and a quickmask or layer mask.…
US hardcore 1 was a fast log on for me tonight/ Found my first deer stand. just ammo. Found a barn, was able to get in and out...more ammo and soda. Have made my way to the outskirts of Zelenogorsk...that town is Big! * Respawning : If you dont like where you respawned just respawn again, you might get to a better place.
Great material work Jakob! I really like your breakdowns; I would be interested in seeing more on the grass in the last scene (textures, geo, material). Been trying to make something similar recently and having a hard time selling the soft, stylized grass look which I think you captured so nicely. Really beautiful stuff!
Good first try. You should proabably move on and try to understand the "planes of the face" as it were so you get an understanding of the underlying structures of most faces. Right now the face looks really lumpy, not many somewhat hard edges to contrast soft edges. On that note, download the crap out of this and try to…
Thank you guys!!! I actually changed my field of work completely because of Borderlands 1 and 2, I quit Graphic Design and got back to make Concept art and started to learn 3D softs and UDK, so maybe someday I will be able to make things like that. So again thansk for share those bits of candy! See ya!
Scrapped the old one, started over. Tried to reference the topology I've seen from Andrew Hickinbottom and Jessie Sosa. This process is working better, but she still seems flat, and her boobs seem fake. I'm stuck because I don't know how to fix those problems without compromising good edge flow. Here's the updated model:
I highly doubt the foundry would let AD near modo, considering they only just got it, and considering what AD have done with Soft. I've seen people on here say that modo seems more geared towards VFX lately, and seems to be veering away from game dev, like newtek apparently did with lightwave. Has this changed with 801?