Hahahah You should've came in today. I brought 'her' in. She has these really thin eyebrows. I may have to paint it in as a solid line rather than trying to define the individual hairs. It looks blotchy and way too light.
great edge flow on the face. Ankles seem kinda strange to me though, maybe a little wide. Her calves dont seem too defined either. Everything else looks really cool so far though. Nice work!
you should definately render an ambocc map, will add a lot. edit: also the wood dosent really read very well, maybe a nice clear wood pattern there would help, or adding in the fine detail from the reference posted above.
Cheers Gav, here's an update of progress so far. I'm still working on making the arms easier to read, mainly removing small details and adding more well defined lines and shapes. Not sure if I want to revise the font or not yet...
he ment that the massive ammount of polygons not defining any shape would make rick stirling scream i guess ( i can be wrong thou ) with that poly density you could make 4 of those characters without loosing detail.
Thanks for all the feedback, guys. Kev, I'm definately going to give that a shot. Until next time, here's some stairs. Again, quick low poly, you can see from the silhouette it's just box stairs, nothing fancy.
her face texture sucks. improve that. and her neck looks too long or too narrow. I believe her sternocleidomastoides should be less defined, unless there under so much stress holding up those unreasonably massive funbags.
It's more than ok in my opinion. If an applicant demonstrates a capacity to work within a set of external restrictions - be that art style or whatever - it means they're more likely to be useful in a production environment where they have to work within a set of externally defined restrictions
MARI has a feature called 'Linked Patches. Basically you can say that one patch is the source patch/udim and define target patches/udims. Whatever you do in the source/target patch will automatically show up in the other patches/udims.
Arnold's RTT works like any other Baker, you just need to provide it with a target mesh As long as the map defines a direction vector you'll be able to use it for anisotropic highlights in some way. The nature of the map will be determined by the shader you're using.