Hello! So I've been working on this project for a bit now, and I wanted to see if I could get any feedback or critiques on anything relating to the scene/environment. I'm mainly looking to polish up the scene before I finish working on it. To provide a little bit of context of my thought process: I'm looking to have the…
This is some really nice and inspiring stuff. One question: at the brown rocks you have some really heavy UV stretching at the base. Why? Is it because this parts will not be visible? If so, why have them at all?
Current WIP. Finished the base texturing. Already added some texts, logos and such. Need to break the color variation a bit, and add a lot of new model details to break the parts that are still too flat and blue.
As part of my personal development, I have been working on my player character for the Lostmonster project, the main character. I recently updated the initial concept I had for this character. We conducted a test to evaluate how well the topology performed, and we are very pleased with the results from the start.…
ZB was mad at me for no reason so it took a little longer than I thought to do the whole retopology/project all thing, but here it is :) And so the battle of the texturing begins....in fact that's my favorite part....so.....not really a battle....more like a fun time :D
Looks very nice so far. However, the upper part of the character is very heavy in details compared to the legs, it feels very unbalanced. It would be a good idea to bring some details in the lower area, not too much, but just enough so that it doesn't look too blank.
Made a few changes, took 3 characters out to make it easier when viewing, so the scene doesnt look to over crowded. And I have added a tilling normal map over parts of the of the scene to add some detail and break up the flat lighting on it a bit.
Wow, this entry is so out there and so cool at the same time! I like seeing the brush marks on the turquoise parts of the armor, and that gold...seriously must of been a nightmare haha; let alone the retopo-with how random and complex your angles are on the model Nice job man!
Do you have a concept and references you're working from? It would help to see those. Have you thought about texturing approaches? My first thought is to leverage trim sheets, but that will require a bit of planning on the reuse of similar shapes. You could also avoid normal maps for most parts, instead leveraging bevels…
Whooaaaooo! Very awesome! My suggestion is to break the photo aspect that still appear in some of your paintings. Use the photos and paint over it, to keep this painting style that appear in other parts. For example: the forest with big mushrooms, the mountains in the background need a little touch to keep this painting…