Really cool subject for a student scene, a bunker like this gives you a lot of room to flex both art direction and tech. I’d really lean into the desk + computers as the clear hero – treat it like a film shot: highest texel density and detail there, and let the cabinet/radio wall sit a bit quieter in saturation and…
Felt inspired to model this character after Claire Hummel posted an art dump of the vector art they made for Neopets (which you can find on her website here!) Neopets was a big part of my childhood and without it I don't know if I would be working in games now -- it inadvertently introduced me to coding and digital art at…
What software and modelling methods are we talking? For Sub-D/poly-modelling I would normally use the relax function on a vertex selection and constrain it to the surface. Sometimes it's necessary to insert extra geometry to 'stabilize' the shading. For low poly modelling there's also the option of duplicating the mesh,…
While using Arnold in Maya, I faced an unusual problem: There are 32 teeth models in the project (16 upper and 16 lower). I use 4 UDIM maps; one for each eight teeth. For some reason, Maya visually inverts the Normal maps along the Y axis ONLY for the lower teeth, while the upper teeth remain as they should (in the final…
Love this. Especially the expression, with one lower eyelid and the general asymmetry. I love the scar details on his noggin, but I'm wondering at the lack of stitching or metal-plates or fight scars on his face? It would be neat to include a few of those. Maybe a healed split lip? Love the material too! Also, would the…
With the 4.04 update, Toolbag's backend switched from DX11 to DX12, and this had some performance and memory management implications. We also switched from Nvidia Optix to the DXR ray-tracing backend that is built in DX12. Generally, you should see improved ray tracing performance (render speed) but the memory use for the…
Hey Finalhart, I think this last male head you posted could still use a bit of work, but it is waaaay better than your initial female head. You obviously studied hard in your 9-month hiatus from posting head sculpts here. Kudos to you and keep at it. I can see that you now have a way better idea of the underlying planes of…
You're on the right path here. Be extra careful with the subtle curves of her face and the relationship between her facial features to achieve a stronger likeness. The very first thing you can try is to adjust the fov/focal length of the camera when doing direct comparisons to the original artwork. You seem to be using a…
That sort of research/thinking is key to getting a believable look. if this is an 'in service' weapon for an actual military I don't think it would be allowed to get into this state - you'd revarnish or replace parts before it happened and I'm positive you wouldn't let anything get rusty (rusty bits stop gun shooting). If…
Hey, Sam! Unfortunately, your hardware meets what I would consider to be the minimum requirements for 4k painting. 16 GB of RAM can be sluggish depending on the amount of layers being used across the different maps in your dDo project. I definitely don't recommend trying 8k painting with 16GB, but if you do, here's some…