for the latest sculpt : the brow bone + glabella should protrude more the nose bridge should clearly show 2 planes, one sweeping up to the brow, and one sweeping down to the nose tip. orbital bone should protrude out more and/or bring back the 'cheek' mass you got there. side view: the zygomatic arch is loosely defined as…
the vertex colours them selfs are extremely cheap to use, the part that could be expensive, is needing to give your meshes more verts so you can paint on them, and what your doing with the vertex colour since ultimately the material will use more texture calls, unless your just manipulating the current textures in the…
Good call on the scale pass. It definitely helps sell the space and make it believable. One thing that helps me is to get three levels of scale anchors in a space early on. Having primary (architecture), secondary (props) and tertiary (debris) in a space gives more visual landmarks to assess scale and, depending on the…
once again thanks for your comments ! now, answers haiasi -> indeed, the stucco sections are directly made from photo which is not a good choice because i sculpted all the other elements. I think i'll remake this texture on zbrush sltrOlsson -> that is something i was thinking about. If i have enough time i'll try to…
I think a good idea for you would be to focus all your effort into one prop rather than an whole environment , and really take your time in nailing the textures and modelling. The star wars blaster would be a great one to redo! The main thing im noticing (and albeit its quite hard to see from the images) the normal map…
Great progress so far. I'd think about increasing the size of the boots just ever so slightly, it doesn't need much, but right now it feels a little odd. In addition, I'd rethink those folds. The folds at the bottom of those pants are going to form those nice diamond patterns you often see. It'll wind up being more of a…
There are a number of different transparency models (which can be enabled in the Transparency module found near the bottom of the material editor). Cutout is typical alpha testing, where each pixel is on or off, this is generally useful for something like a chain link fence. Dithered is an order-independent blending mode…
Hi Everyone, I have an update. I was having trouble for some reason getting my model to look right with the back default shading in Maya so I put this wip into UDK to see how it looks. I still need to work on the tires a bit more. Giving it some dirt. I also found that I am still having a shading issue on the back corners.…
soooooo... some time has passed. still trying to finish this. so i made some progress on the scene. decided to skip the temple and do something simpler. heres what ive got; my biggest concern now is that its to bare. i want to add snow but i have run into some problems. any help would be appriciated.. problem; the alpha…
So, some things are just my own opinion/tastes: -The legs are critical. The model's hips are appropriately wide, but the legs should taper so they have a more natural looking bow. Right now the leg looks unnaturally bent outward starting from the shin. -If it's an assassin (female) character, might want to incorporate more…