Are you going for skinny or skinny with muscle or any other body type Proportions are ok , gesture too , calves are wider then his thighs so something have to be done about that , arm in side view could move a bit foreword , hand looks too short , in side view rib cage/ scapula volume planes need some adjustments (check…
I don't like it because I'm not a fan of those "we need to rate everything and everyone" movement that swaps over from social media which turns everything into popularity contests. If your post is good then it will stand on its own merits and spark discussion. For me it is the ongoing discussion which defines quality of a…
Regarding your sculpt, you have to work on defining and separating volumes more. For example, the cloth wraps on the handle. A quick and easy way to do that is by simply making them another subtool, then you can separate them from the handle much more easily. Same goes for the ice. For the ice (and wood), work with bigger…
I had the same result using tangent space. However, It actually working using 'none' as the defined space in the ptx vector node, and object space on the shader displacement node. ...after exporting the map from mudbox in tangent space. :shifty: Yeah same. I find If I'm leaving a little room to move VRAM wise, it's a lot…
Alright, that makes sense. The math nodes can be quite tricky to understand sometimes I think. I knew OneMinus inverts textures but couldn't put the pieces together in this context:) Cool stuff you've got going on with the normals. That's definately something I'm gonna try with my material. Gotta love Unreals material…
Nice progress. Where's the rest of your blockout? ;) Also, the concept does look quite angular on the bits of the grip that the thumb would rest in, but for the sake of "comfort" i think that area should be curved. It would be really uncomfortable to hold. It would also add some nice relief from all the angles and planar…
This will help you define better forms for the head. Right now the weakest part of her body are her arms and breasts. make sure to keep using reference and with time you'll see what thing's really look like and not what your brain thinks they look like. I remember Ryan Kingslien saying something along the lines of ... our…
I know what you mean. But no matter where your current skills are it is always a good idea to take a look at the works of people that are (far) beyond your current skill level. Try to analyse the work, try figure out how they did things and why. This way you can improve much faster and you learn about problems before you…
have you put it to practice it doesn't work as well as you would think. to get high frequency detail you need to tessellate things more which results in a slowdown, and you need to make you base with fairly even topology or it tessellates like crap, and stretches when you displace it. so if your going to spend some extra…
for the sculpture, I suggest using some face anatomical references while working on it-- not that your anatomy is wrong, but it can definitely be worked on some more. For instance, the lower eyelid should be defined a little by making the surface slightly more concaved before it merges with the padding part of the eyelid.…