I've been trying to study the Overwatch Art style so I can cater my characters to look more like they do in the game. I just wanted some feedback on my progress so far. Link to Artstation is here for anyone who wants to look at the Marmoset viewer: https://astrocoolbug.artstation.com/ This is my first post so Hopefully I'm…
Hey guys for my uni assignment we have been asked to do something 3D related that we have never done before so for this project im going to look at Hard service sculpting !! with the new DC game Injustice Gods Among us coming out im loving the re designs of the character such as Batman and Superman so i thought i would…
UPDATE: W.I.P. Went back, did some research and fixed the hair card vertex normals. Looks alot less like cards, changed the eye shape and shrunk eyes down a bit. Reposed the face slightly. Still looking to work on a neutral pose. Thanks for the feedback so far. Keep it coming please C: (Temp Lashes and eye brows) Original…
World displacement is just called displacement now. It might not show up default depending on what version you are one, might need to enable a cvar, it was basically removed from view for a while when they first rolled out nanite.
Definitely looks better but there are still things that are off. Let me ask you this, are you using any reference? Because if you're not, that's your first mistake. Your sculpt really looks like an ecorche model right now rather than a human being with skin and fat over him. At this stage, I wouldn't so worry about…
I might be a bit late to the conversation here...butt Tan, it sounds maybe like you're mixing up Realtime GI with just realtime shadowmapping and lighting? That's totally feasible in many engines, including UE4. You can skip all of lightmass in UE4 if you want to and rely on just on the dynamic shadow/lighting solutions,…
Was just going for a Bust but couldn't stop myself. Created the character in ZBrush 4r2 with Dynamesh. Plan on doing a few more ideations to this character and eventually creating a low poly mesh.
I've been trying to figure this out for awhile now but I just still don't get it. How do people make hairs like these and have it all connected as one continuous mesh? And I'm especially confused on how people make the back of the hair as well, the scalp part I mean.