I spent most of the day on it yesterday. I even lined up the proportions on the profile. And I got rid of the Adam's Apple, brought the temple out and defined the mastoid more. I thought you said she does have double eye-lids. Does that mean that the top eyelid isn't obvious like how I have it?
I know it's a wip, but forms look too bubbly at the moment. You need to contrast those soft forms with sharp ones on strategic places. I would use some sort of flat, hard brush to define landmarks where bones sit close underneath skin and chisel some of the forms. As it's a dwarf, you can even go overboard.
Took a long break from 3D lately, trying to stick to basics, started studying a bit of anatomy/sketching on my free time at work. Decided to make a head and then started a torso, planning to make more body parts as my study progress. Just trying to get the shape/proportions right, muscles are not defined yet.…
Metals should be really dark albedo values and the color of the metal is not defined by the albedo either. Your gold albedo should be a really dark, almost black, brownish color, and your steel edges should be a dark gray almost black value. The spec map will control the gold and steel color/brightness by what color and…
Thanks for the constructive critique, Alex - I suppose you are right. Eventually I decided not to leave this project as you suggested, but to improve it instead. So this is my another take on the RC Car. I started with the wheels. I feel like I got what you meant by "areas of interest" and defined some. What do you think?
I'd focus on nailing some bigger shapes on that torso first. You've got the pecs and individual sections of the abs in there, but the primary shapes of the rib cage, shoulder girdle and pelvic crest aren't as clearly defined. Especially in the lower back and around the shoulders, I think the boney landmarks are to vague…
I think the thing I love the most about all of your models is how well you define each and every material in it. There is no mistaking what this is made out of and what it has been threw. I've said it once and Ill say it again, your work is one of the biggest thing that keeps me striving to improve. Keep it up.
I'll work for food!!! Yeah it definately sucks but luckily we had ample forewarning that something like this would happen. Some of us stuck around to try and help the company get back up on it's own 2 feet but alas, time was against us. It seems like a lot of the guys have bounced back pretty quick though :)
Finally I defined itself with my pipeline for creating characters. 1. Сharacter Creator - for pre-creating a character. 2. Marvelous Designer / Blender - for creating clothes and skinning . 3. Mudbox / Blender - for retopology, sculpting and textures painting. 4. GIMP - for editing textures. 5. CC, 3DXchange, iClone - to…
Different programms calcuate the tangents differently. Maya uses the same as Zbrush(i think), whereas Marmoset doesn´t. I´m not sure, but could it be, that you applied the tangent space normal map as object space normal map? Actually i didn´t touch Marmoset in ages. There definately is a switch to flip the green channel…