Right now this looks more like gnarly old tree bark and mud chunks than flesh. Aesir hit your main problem right on the head, but you're going to have to be much more drastic than that. Make a duplicate flattened layer of this, and just start painting out detail and define the musculature without thinking about any surface…
man oh man does Per have a rant for you you're still getting naield on a crit you've been given since your Dominance War entry--your sculpt gets too superficial too early. it looks like you start with a good head shape, then you start smoothing and stop putting in any major detail. i'm not sure the way to describe the sort…
The model looks great. It's a good choice. The texture is nice. You could use better lighting to show it off. Mainly, the image looks flat. Most of the left image is hidden in shadow. The low poly mesh is very rounded, so I can't tell what the normal map is doing to improve it. The normal map itself looks fine. But, as it…
Good improvement, but still a touch to dark to me. I like how you broke up the dark spots with the armor and violate color, but thats lost when you get to the head. I'd continue the color around the head area so it doesn't look as mushed up and hard to read. Maybe even define it better with a better contrast or some color…
Welcome, all! Time to kick off the second Monthly Environment & Prop Challenge for 2020! Special thanks to @zachagreg and @icegodofhungary for suggesting many of the concepts that wound up being included this challenge cycle! :+1: This challenge cycle marks the introduction of the Wildcard category. This will be a…
The Summer 2019 registration period for CGMA is coming to an end in just 2 weeks. CGMA has been providing accessible and affordable online arts education for almost a decade. Master artists in the Art, Games, and VFX industries have been recruited by the academy to lead their 6 – 10 week courses. These artists are also…
So, I've
been puttering away at this thing on and off since summer. It started as a way
to learn the new Zmodeler tools in Zbrush, without having to chase around for
ref, and practice hard surface at the same time. I've mostly been a character
guy thus far. This slowly evolved into a desire to turn out a game-model,…
I am facing a bit of a conundrum here. To illuminate my indoor scene I'm using Stationary Directional Light with indirect lighting intensity of 40, and Static Sky Light with indirect lighting intensity of 2 that captures an HDR cubemap . The light comes through windows and illuminates the room with light bounces from walls…
DXT5 is what is used most of the time for saving normal maps (and DXT1 for the rest) in TESIV: Skyrim but it's a lossy format and some people say that because normal maps are actually 3d vectors and not just perceived color their compression is a no-no. The option they recommend instead is halving the resolution…
Ok so I'm still learning, facing a situation I can't wrap my head around. sidenote: I'm showing one of sinistergfx textures from WAR (I hope he doesn't mind) as an example of what I'm GOING to create (not going to use his texture in the final) and what I want applied to this particular surface. My problem is how do I get a…