Hey! Nice to hear from you; your sculpt is rocking by the way, loving the anatomy. My only critique is the face, I think he's looking a little soft considering he's a bare knuckle fighter. I'm attaching some images of what I found to be real bare knuckle fighters or just fighters in general. A lot of fighters I've noticed…
I got excited and did a paintover without really reading the post... so here's some completely out-of-context art critting: I did a little paintover of your trees to give you some ideas regarding how you approach hand painted, stylized objects. Mainly, to avoid using black as a shadow color (use real colors instead), and…
Yeah I guess everyone's mileage is different. I once spent a whole weekend chasing a virus through my computer and avast came up with a patch in a day, that was nice. They havent cost me time yet. Unlike Yahoo who installed a browser exploit that took over all my browsers (from a free font viewer after I unchecked '…
Looking good from here! Just bear in mind that the rocky surfaces in the concept are a bit more stretched vertically, so remember this when applying UVs to your rock models :) When I create my diffuse from a sculpt, I like to render out the Ambient Occlusion and Cavity maps and combine them with a Polypaint texture for…
Blender doesn't have cages, actually, so Xnormal still wins out. edit: Also, since EQ glanced over it: 90 degrees angles are not hard by definition. A hard edge is where the normals are split to achieve a break in shading. Blender currently also doesn't do this, you need to physically split the edge to do so. The need for…
I don't have access to post a paint over on your geo, but your problems are stemming from some bad edge loops and triangles >:| Grrrrr HAHA Yes, found it. This is a good breakdown by Perna of how to quad your triangles. Doing this where the edge meet the flat surface on the top of the blade would allow you to get rid of…
You can use "TexTools" for it. Also the UV splits are generally not a huge problem for texturing. And if you need a UV split somewhere because of smoothing, but you don't want to split it in the UV's (for example something that is really close in the players view) you can always add a chamfer instead of a UV split. (and…
I know shaders are associated with things such as normal maps which are RGB images saved from high polygon meshes. I've also rendered scenes before in a 3D programs but I didn't truly understand what I was doing (I did a Global Illumination pass with soft shadowing on a model of a Hourglass and it gave me options like how…
I think your modeling is realy boxy. Aside from the bad joke, I think you have a natural talent for animation and that's something thats very rare imo. You have only been animating for two weeks, and you are already better than people that have been doing it for months. Im not an animator myself btw. Two things though: On…
Floor bricks are definitely looking better. Tried the POM: With POM: With plain normal maps. But for some reason, it doesn't look realistic and I think its because of the soft shadows and lighting the bevel edges of the bricks will pick up from the scene lighting. I will have to give the modeled bricks a go and see how it…