Hi! Looks like a cool project! Are you extending the scope past the bust? With the last images I couldn't help but notice the ears sit up a bit high. Possibly this was more hidden with the old hairstyle. Along with what kanga wrote, I would now and then check the model against anatomy references. What can also help to…
Hey so I recently posted a thread on creating a Shinobi remake but we put our heads together and changed a lot to get by any copyright issues, it would mean unnecessary paper work for us. For anyone that didn't see my original post we are four students doing our graded unit and we are creating a 3d game. It will only…
There's some info and a tree model download here that you might find useful, I've baked the branch and leaf textures from high poly models, feel free to pull it apart and have a proper look at it. Theres also some info for a method of adding ambient shadows to foliage via a vertex blend for doom3/quake4 that we got looking…
nice character work catstyle. gun is coming along nice too. naked dude waking. toes are spaced out to make baking easier. have to morph them back in to shape
i have 18 years under my belt doing art, i especially like doing horror, but open for anything i guess :) i specialise in realism and high detailed artworks. i am very flexible unless it is chibi, i might struggle i take inspirations from the old masters in my painting here are two of my sketches the rest can be found on…
Looks a lot better. Dunno about the concave stuff, seems to be in the normalmap already as if it was baked like that from the hipoly model. In the worst case, you can just go in and paint that area in plain blue by hand. The rest of the artifacts (those visible shaded triangles) are hmm... the result of either messy shaded…
Taking a look at your assets,I think you can reduce the polycount even more to make it cleaner. Additionally, there are some verts that don't contribute anything to the silhouette. A good advice from my mentor is "every vert should tell a story"--literally means you only should put the vert wherever it's needed. As for the…
The entire Marmoset team is proud to announce the arrival of the next generation of our real-time rendering suite: Marmoset Toolbag 4! This much-anticipated release broadens Toolbag’s horizons once again into becoming a complete rendering and content creation tool for every 3D artist. We can’t wait for you to try it out.…
This has been driving me mental this morning. Basically, I have this building I've made out of modular parts, so that the panels and windows all share texture space properly. At the moment only the panels have normal maps. To get the normal maps to bake and display properly, I used an edit normal modifier to tweak the…
Hey guys. A friend of mine and I are working on a little game in Unreal Engine 4. Since we both aren't character artists we bought a high poly head for ZBrush, textured the first subdiv (lowpoly) and put it into UE4 with a baked normal map. The result does not look as good as the actual face does in ZBrush. Can you tell me…