The chest piece should be in 2 pieces - a breast plate & back plate - separated down the sides and joined by leather buckles. Note how the two pieces in this example overlap, allowing some degree of flexibility without sacrificing protection.
Thanks:) But you definitely should re-do his jeans geometry, at least add more folds in the knees area. Here is from the Gunslinger thread: This is not exactly the jeans, but those folds are an awesome example. Hope it'll help.
This turned out really nice man! Did you do all your texturing in zbrush? The tattoo looks like something you could do very easily in Substance Painter for example. Either way, fantastic results!
All of that^ And Also for myself I would like to see the return of a void material from the old Ddo. Sometimes I just want a deep black flat nothing through all maps (an example of this would be in a broken window)
Great High poly!! My only problem is with those textures. The roughness map, for example, its values are low (the weapon looks wet). On the other hand, the materials look like plastic, which is great for some parts but not for others.
Bunglo is right. It sounds like the object is still responding to initial scale and rotations. The picture don't work for me, but are you making adjustments to an odd sized UV? For example 512x1024 - something non-square, but a power of 2 essentially?
mantragora Interesting... So your saying that preparing houdini prop(example: barrel, stairs, doorway) would take a week to someone experienced with it? Sounds crazy long, especially when Pavlovich states they have a button to do that :D
Looking better but I think the proportions still feel off. For example his fingers are too small to be useful at gripping anything. If he curled them and made a fist he'd still have 90 of his palm empty.
...not much, besides it's just a stepping stone to a degree and as others noted, if for example a sponsered role OS then bare minimum either a B.A or equivalent is certainly a required visa criteria the candidate must submit in order too support their application.
Thank you! :) A good example how RNMs separate colors depending on angle of indirect light in Mirrors Edge. First image shows lightmap only. Second image shows the same scene in the game. Look at the ventilation thingy.