One questions : Is she african or some sort of mixture , actually race can help you define specific facial features as there is differences in the skull I have few suggestions on paint over below : Basically I thin would help if you adjust your nose/glabella and neck angle and probably add her some cheeks
this one suggested by Balde of evil Bane http://i.imgur.com/bfoiod3.png as Markovnikov mentioned, the next 3 are Gyro, Ogre and Storm Anyone have anything against them? If not we can define those 3, with possibility to winter theme but not mandatory. I will rework the layout of the first page to make it cleaner and as soon…
There is a variable on that substance that allows you to shift the zoomed image around. What you'll have to do is set an input variable (integer) and multiply that by another variable defined by the zoom size to get to the grid section you want. The sbs I posted is meant more for extracting smaller textures from a larger…
We decided to do moodboards of some artist and sculpts that we like that kind of define the direction where each one of us wants to go to in the future. Just to have something like a goal. And here are also my first 2 speedsculpts for the thread! Please feel free to write some feedback i would really appreciate that.…
It's not that hard to unwrap the mid-poly (low poly + reinforcing geometry) if its mechanical. You can often use select by planar angle and grab a bunch of polys at the same time, then planar map them stitching a few loops here and there as you go. If its organic you can turn on peel, define a few seams, break and arrange.
Hey there ! :) I haven't had the time to play with SpeedTree yet so not sure if that's doable. Megascans wind data is stored inside the objets vertex colors (there's a Red to Green gradient that defines the intensity of the wind iirc) so if you SpeedTree can take that information into account when importing the asset it…
I'm guessing he means via painting in spec (if your project is diffuse only). It would help ground the materials more, like defining what's metal and whats rubber ect. via painted spec and highlights. The gal who made this character does painted spec really well... http://www.polycount.com/forum/showthread.php?t=76301
that's really cool stuff. i think you oversaturated the turtle, especially the breast plate thing. the back side of carapace could use more scales/plates instead of just having 5 big ones. at the moment it looks simply less detailed and defined than the rest of texture. i love the material definition on your characters…
great concept...to do justice to it i would recommend you to concentrate on anatomy first and then built the exo suit...not only the arms even her legs are short...in the concept even though she has that suit it defines her femininity very well..try to achieve(except for her right biceps) man thats huge..good luck with…
Your texture is fighting everything you've accomplished in the previous steps (hipoly and bakes, that is) Base wood texture you have seems to be quite varied in value and blurry here and there. Keep base diffuse a bit lower profile and let AO/normals do their work. Hue variations, wear&tear e.t.c. are great as long as they…