@polysteve good start! I understand the temptation to jump into the prompts before nailing down the composition but you are doing it backwards. First settle on a composition. Have a point of view. Have a focal point. Than define the lighting. And then work on the props. Prop artist is hardly a position anymore and it's all…
Well, although i am not as good in anatomy as some other people here, i will try and help you out. First things first, there is no clavicle, a very important landmark that should be strongly defined(the only reason that is not shown in your concept art is because of the girl's hand). b)The thoracic arch is not strongly…
My atempt at explaing this. Forget about the normal map first and just consider the lowpoly mesh. For each pixel that is rendered on the screen a normal is calulated by averaging the normal of the polygon being rendered and the neighbouring polygons. You can google this to get examples of algorithms to calculate this. The…
I suppose shape language is one of those terms I`ve picked up over the years that doesn't really exist outside of specific dev studios. Shape language simply refers to a collection of design aesthetics, specifically shape/volumes, but often extends to textural or color information. The goal is to define a specific style.…
I generally use the following: Name_C_Pelvis Name_C_Spine_01 Name_C_Neck_01 Name_C_Skull Name_L_Clavicle Name_L_Shoulder Name_L_Elbow Name_L_Wrist or _Hand Name_L_Digit_Thumb_01 Name_L_Digit_Inner_01 Name_L_Digit_Mid_01 Name_L_Digit_Ring_01 Name_L_Digit_Outer_01 Name_L_Hip Name_L_Knee Name_L_Ankle or _Foot…
Hey thanks for the critiqe, Ill definately try to make the forms on a smaller scale. That asaro head is very helpful thank you. It is very hard to make this likeness and Im not very good at anatomy as you can see. I wish I could go down in subdivion levels like in Zbrush cause Im using Blender.
Very nice. Definitely better than any student work I ever produced :+1: Agreed with illumisanic. Something I notice in grad work is that its common to spend a lot of triangles in small fine detail areas while neglecting the larger silhouette. If you take some of the triangles out of the high density areas and spend them in…
I may rework the character model geometry in the future, at the moment I just wanted to focus on the lighting. I felt that the 2018 model was very poorly lit with the materials not being defined (like subsurface) and little to no definition of the form, shape and details. By adding some rim lights and reworking the…
Hi there, I am trying to define the local coordinates of my mesh's vertices. Here is what I have for the moment if I output the x local vertex coordinates of my mesh in a shader. The pivot is located in the center of the sphere and as you can see, the x local coordinate goes from 0 (center of the sphere, pivot position) to…
Basically just fill the gaps in what ever way you find works the best visually. This is a good opportunity to think about the major forms and what supports the silhouette. If it doesn't add to it then it probably doesn't need to be modeled and can be defined in the maps. Still depends a lot on what you're going for…