Also awaiting shipment of first born... I personally am right in-between Raven Soft and Human head, with a couple smaller studios around. Im probably going to end up at one or the other by the time I'm out of highschool, at least that's the plan. Anyways, I could defiantly live just out side the city and just deal with the…
Learn the following things: - familiarise your self with the topology of all the basic primitives and experiment with their creation parameters. - create polygon tool - combining and separating meshes as well as detach component, and merge vertices tool - booleans - insert edge loop tool, slide edge loop tool - extruding…
Your normals seem to have a ton of smoothing group errors. In a synced workflow that wouldn't generally be a problem, but I would reccommend going back and playing with the smoothing groups/hard/soft edges and letting your normal map do less work. :) http://www.polycount.com/forum/showthread.php?t=107196 That thread has a…
Everything's looking impressive! It definitely looks like you've been using anatomy references to get the structure of everything right. I can only make a few small nitpicks really, for the first two images in your first post, I'd say the throat of the character looks a bit too curved- though it looks like you sorted that…
Nice. Looking good. A few notes: f14 - Make this pose higher for the COG. From this pose, the TY should be slowing down into the apex of the jump. Maybe have the arms lead the motion more. So they propel the body up into the air. f19 -Arms feel twinny through here. f22 - Speeds up here. This is physically impossible. He's…
I tested this a while ago, and these were my experiences: -specular map might help (didn't do this myself), looking at the reference you can see that that actual carbon layer the little rectangles have the most spec. but the most important thing that I found was the actual coating/top layer, that gives it that extremely…
Fantastic looking game BTW :) . I usually have same kind of a problem. Whatever procedurally generated looking super cool at first glance once put next to hiress scanned surface ( billions of polys to capture tiny height variation in initial scan) becomes instantly not true and artificial. So I basically ended up using…
In regards to your three original questions here are some general things to keep in mind: 1) The closer towards the foreground the more contrast and the further back you go the less contrast (in general), that'll make it appear sharper and less muddy. 2) To differentiate the legs or any objects you should change the value.…
I am getting somewhere! I had my environment in a gray color when I turned it to black the matte plane dissipated from the render. Is this normal behavior? But now my shadow is to strong. I have set my shadow density in the light parameters to 0.33 like you did and in the matte itself I toned it down too. Yet it is still…
I would not sculpt cracks, scratches, rust and other small details on metal surfaces, but would paint them on the diffuse and specular maps instead without any normal bump effect. Otherwise your armor might look like a leather, stone or some soft material (depends on specular). You can sculpt a couple of big cracks\damages…