Anatomy looks pretty good for the most part. The character is not a fat man. He is a stylized body builder with short legs and a distended abdominal region. Shorts never perch halfway up a slope and that looks a bit weird (like they are cut off at the top in an unnatural straight line). Looks like the arm muscles need some…
Hello everyone! Im working on this beautiful concept by Pat Masiarczyk. This is the blockout. I would like to have some feedback on the proportions, thanks in advance! :)
That Chris Plush Vett looks pretty snazzy, like those wires too and working with subd Srinkwrapped surfaces makes imo class A modeling, less of an overall hassle.
Hi! I believe both Unity and Unreal have a max texture size setting to do that. So I wouldn't, unless they're in a different artstyle or something like that.
Hi ! (sorry for my english, I'm French ^^) I would like to animate four textures on a background (it's an underwater pixels scene material, play on a screen). It works but the four textures seem to lack opacity. when I plug in only one texture, the opacity is normal It's a vending machine (sushi ^^) with underwater scene…
Hello, kanga! Thanks for the feedback, it was really interesting to hear that. Thank you for the high appreciation of my technical skills. Can you tell me in more detail what exactly you (and perhaps the audience) didn't like about the lighting and the environment? Regarding your question: no, I did all this work in Zbrush…
That sort of looks like the polycount logo in her heel platform. Great work! I do see a problem with her eyelsahses though, in the Marmoset viewer and maybe consider adding a tear duct (as topology)
You do it based on what is likely to visible at the same time. Generally speaking related assets will be batches together - eg. the components of an air conditioning system will be atlased together and you won't include the underside of a truck