Hey all, this post will be covering my cloth, lace, and jewelry progression along with some [timelapse + tips] videos! While delving deeper into this character, I've steered into the early 20th century as a large source of my inspiration. The fashion and design of the Edwardian Era is filled with lace and flower motifs,…
Welcome @annebakerim ! I think your picture didn't load. @GuillaumeLD Thanks! I wanted to keep a blue hue from the TV to offset the strong orange/yellow colors coming from the rest of the scene. Also the pool table light is emissive, but I made it a bit stronger now. I saw a cool tutorial online about getting lights to…
I think that there's a danger from too much structure when you're starting out so i'd advise going easy on trying to list eveyrthing you feel you need to learn. It may just take all the fun and exploration out of your journey. Be like a kid for a while at the start and just study what feels exciting and comfortable as you…
Well if you end up choosing UDK, you might as well use Unreal Engine 4, which is simply called UE4 and has a lot more visual power over UDK/UE3. Making the jump from UDK to UE4 shouldn't be too difficult since they have a lot of similarities in systems. As others have said, visually out of the box UE4 has a lot of nice…
WIP 7a Here's what I have now. Made the gun overall feel a LOT more stubby, fixing a lot of the proportional issues I saw relative to the character's feel. I'm definitely getting heavy influence by a couple SMG designs from WWII, though game wise, it's more familiar with Bioshock Infinite's Machine Gun, of course :P…
Here are some quick notes that I can think of - Texturing is too plain. Assets need more interesting details. Right now you have the broad strokes. You have the shapes, but you don't have any medium and small details. In real life, railings have parts that connect together, they aren't made of one continuous tube (most of…
Hey Gooner, sorry for the delayed reply - missed your post. Right now, I've only presented the high-poly models. The idea is to model the high-resolution models first, then create the low-poly, in-game meshes based on the high-res models and use normal maps to capture a lot of the intricate details. There's some great info…
1. Materials like a stone floor don't always need spec depending on the lighting. But I remember walking through a botanical garden and seeing the sunset reflected in all the pebbles, offset by their "normals" and no light reflected in the grout. It's the kind of thing that really made that moment memorable, but could only…
for paid ones.. maybe akeytsu will be in the near future there as a lowcost alternative !? when you would choose Max or Maya then keep in mind one of those tools will be the next to get the EOL death. EOL= end of life like Softimage recently got officially killed besides the fact it was an Industry tool. Blender has of…
Looks great, the statue is top notch as is the rest of the assets. Solid modeling and very nicely painted textures, good Zbrushing also! I agree with MoP that there is too much shadow/lighting info painted into the color maps, its a hard habit to break I know, especially if a weak point of your is lighting. Sometimes it's…