You didn't really make any changes to the ram skull other than widening its snout. Yours looks like a bear dog of some sort, with very soft unsculpted features. The horns have 0 love, like you basically skipped them after you blocked them in. Going that extra step is making things look dynamic and dramatic. Use reference…
wasting too much time sculpting in circles, wondering if I'm getting anywhere. Problem was I haven't made enough complete characters to really be able to read a sculpt and know when it's where it needs to be. So I made a quick unwrap and did some textures to see how it's gonna look. Overall I am liking it. Eyebrows and…
I haven't used substance designer/painter but it seems like the software is very correlated to the soft-of-recent PBR shader bandwagon. It has a long ways to go before it becomes as much of a full game texture-editor as photoshop is a general purpose defacto image and texture editing software. Photoshop is very very…
okay.... you should get her to take a side reference with her arms up (like the front) or, take a front reference with her arms down (like the side pic). the reason being, although you may not realise it just that one difference in the arm position actually changes a lot of muscle positions around the chest and back, as…
I've never done the Dota store, but the good thing about the asset store is that any items you create for the asset store can be sold on turbosquid as well with no changes really. So you can easily hit two markets with one item. I just started using the asset store a few months ago and put up two items as a test. So far…
@HeliosDoubleSix Hi Alex, thanks for the feedback!
Really good point about keeping the albedo light so as to make the
indirect lighting more visible. GI can be so subtle and soft that its
easy to overpower it. And I think I got a little heavy handed
turning up the reflections...you can see it progressively get more
and…
Maybe you can get a better understanding of what the normal map is doing for you if you applied a real time shader with the normal map, so you don't have to render to see the result. Use a directX material, and apply a shader that uses normal maps. I like xoliul's shader:…
@PogoP: Thanks! and yeah I'm going to shrink it to 1024 once I'm finished. @pseudo: I appreciate the input - I'm having a hard time figuring out the best approach with this kind of stuff. In that shot I used a mix of hard/soft edges to keep the normals of the keyboard looking flat and consistent. But then I get weird edges…
Texture Photo Pack: Rocks Cliffs Download on Artstation Description The Texture Reference Pack Rocks Cliff contains all you need to analyse this material. In nature, this materials blend with the sea and the land. A lot of smaller rocks have fallen to the bottom of the cliff to shape a natural uncomfortable beach. When the…
@GravityBwlast -- yeah man, that's basically it-- color, ao, lighting mat, and curvature.. I like to use the Baked Lighting material for getting a basic feel for the materials-- metallic yellow vs the cloth. I like how you can control the specular highlights and lighting direction-- I use multiple instances of it and set…