Alright so knowing that this is the reference (and setting aside the term "game-ready") which in this case is only making things confusing, I'll mention the following in addition to the above comment on perceived density : This Viking character works because all the various elements have been very carefully designed ; and…
Top Gear - best programme on the telly, bar none. NONE. And even though he's a screaming cock at times (ie, all the time), clarkson is up there with Keith Moon and Vincent Price in the hero stakes.
Remap pixel values is only applicable for things like Shading Normal (where you might get negative values in the final image). But yeah, the new colour management is strange. I just set everything to None and then profile to None and left it at that.
@m4dcowI've been wondering about that, how does this work? I see the FIEA website which seems to be where i want to be but that's graduate, but i would have to go through UCF first and get a bachelors? Maybe I should ask the people from UCF i met at GGJ what their track is? I see you went there. As for full sail my choice…
Well , Photoshop at least trying . Here is what Stable Diffusion does: Is my wording bad or something? looks like only things AI is comprehending are tire and racing track . I started to do SDesigner generator with its curve nodes but it turns to be a hell of an artificial look . reseeding them to death. Feel I am falling…
I would reduce the chunkiness of the yaw. The head looks more triangular in the drawings. This would also help to define the cheeks a bit more. The eyes are a lot better now. The bone structure at her eyebrows should be more round and open the corner and not the opposite like the model shows it. The corners of her mouth…
You're reorienting the UV's in world space, but the material is reading it as tangent space. Simply input your normal map texture2d into a Vector Transform node set to Source:World and Destination:Tangent. I just tested this with the default UDK template map cube meshes and this fixes it. Also a side note, I suggest…
Gotten some more work done - the shortened handguard is mostly done now. The clip parts at the back still need to be attached to the rest, but I need to clean up some geo there first. There's also some creasing beneath the bottom I only just noticed, but that should be an easy fix. @ShrikeAight, thanks for the tip.…
Spiderdude - Thanks man :D , Thanks for the crits very helpful hopefully I fixed the nose and lips right. Also your stuff is very inspirational keep up the good work. Also heres the reference I was using for the lips. So here is what i got, I'm calling the sculpt done All I have to sculpt wise is the medallion on the boot…
Another thing in common that I could find, fiddling with the original 3D models, is that they all have the cheeks really sucked in. They don't necessarily have very protuding cheek bones (like coming out of the face boundaries), but sucked in cheeks and sharp jawlines. Also, the heads kind of taper in as they go to the…