this was an exercise to get more comfortable with subd, baking, and using normals and specular effectively. so far i still really can't get past cylinders before i get frustrated and stop :( but this doesn't seem to have come out terribad. normally i would spend a lot more time doing more damage and making the logos look…
Looks pretty good. The face is nice, has a certain amount of character and doesn't seem generic like a lot of faces can be. The clothes seem a bit boring right now though. No logos or damage on his hoody? Also I'd suggest using a few more polys in the mesh to really pump up the volume here and there, for example around the…
Hi ! Great concepts these have really interesting ideas, i think it could get better with more visual cues about their function , make it really clear to the viewer "this device clearns air" this could be combining the antena design with other more function recognizable devices like conditioner airs and dehumidifiers, Also…
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So, you're saying crotch-leg 2 has a separate material entirely than crotch-leg 1? I'm not familiar with UDIMs so can't speak to that part of your story, but for a traditional workflow, the 0-1 space (the lighter gray square where most of your UV elements are) is the only space that gets unique texture information-- it…
-Make sure to take my advice with a grain of salt. I haven't done much in the way of feedback in the past but I've decided to change that and am starting with you.- First, it might be the angle of the model but the armor doesn't read right to me. I think it's partially because it's such a smooth transition from armor to…
Couple ways I can think of doing it. 1: animated displacement map. Just make your logo into a grayscale image. Start with an all 50% gray image and create a number of further frames where your logo is revealed bit by bit in black. As the animation plays through the map will "carve" out the logo from the object it is…
you gotta letgo of this whole dainty approach. wheres the beef? If you look at any pred images, you notice large bulky teeth, and theres not many of them either. Like sectaurus said: two up top, four down bottom is the norm. 4 up top would be okay too :P looking at the sculpt though, I think your mesh might be limiting…