definately a few problems with some of the details not being as sharp as i would like.. ill be seeing what i can do to clean things up in the photoshop stage.. also need to start thinking how i will texture it, which is easily the part i am the worst at. also for the curious a wire shot.
Well, right, this was the original idea. I didn't explain any of this to the friend I'm hoping will define the meaning of the game ideas. I just showed them to him and said, "They're broken game ideas. Can you fix them?" I don't expect my original intentions to fully be realized at all.
I saw this a while ago with some humorously bad engligh subtitles to boot. The story definately felt more of a children's film than previous fare. The Ghibli films which I like best are those that can be enjoyed by children and adults alike, and so this one didn't leave much of an impression on me.
The torso/legs look like they're wearing a thick sweater. There are folds, but they don't seem to describe the anatomy or musculature very well. I agree with the weak neck comment, I think giving it some long trapezius muscles that attach maybe halfway up the neck would help define some strength.
[ QUOTE ] Normal maps and GI don't work very well together as far as I know. Wish they would. [/ QUOTE ] If all your scene has is a skylight or something, yeah, normal maps are pointless. But you definately can make it work, using a more elaborate light setup, and a faint GI light.
Working on some more medieval assets atm. I created the marketstalls by modeling the frames and taking them into Marvelous to create some simulations and then took them in Zbrush after to sculpt and further define the creases. Afterwards I textured them using a cotton alpha texture which I then added surface imperfections…
In my case I was interested in defining the motion in FK and then tweaking things around a bit on a limb-segment basis, like offsetting the calf by like a frame or something. I suspect FK might be cheaper to run in-engine, but I'm not really sure if that's true or by how much. Probably easier to set up in-engine, too.
I like your progress dude, a critique i'd like to give to you is to make her muscles less defined. I think one of the biggest differences between male and female drawings, is that the muscles dont show as clearly, or appear softer/smoother in nature on the outer surface And happy new year to you :smile:
Well thank-you very much for that! I've plugged in my normal map but I don't have a check-box for defining it as a tangent-space normal map. I'm installing the latest version of XNormal now, I was using a version from about 3 years ago, maybe I'm missing some tools.
I agree with JadeEyePanda, her skin should less glow, you can paint a sss map instead mto control the effect. I like the details of her armour, only crit point ... the dark parts looks a little bit like plastic, I would give the material a more defined gloss.