I appreciate the feedback but am having a little difficulty understanding your input. For example the pizzabox being all bloody and detailed would be over the top right as opposed to the minimalistic menu correct? I thought the player would see the art first and easily enough locate the menu in the lower left corner due to…
This subject has been brought up a few times here on Polycount, so I thought I'd mention it - While gathering feedback about next features to work on is great and necessary, sometimes what's really needed is a clear vision of where the app is supposed to go as whole. Now excuse me for using the Mudbox example in a thread…
It's actually pretty easy and a lot more straight forward than model -> unwrap -> texture. You're right the previous method is the traditional way to create an asset, and by all means you can still do that, especially when working off of concept work. However there's nothing like a dark abyss between texturing and…
I have the split tool assigned to ctrl-w, I don't recall having to do anything special to get that to work, I'll post back if I can think of something. Agreed that's super annoying about the preferences; I've never understood why the save button in the prefs doesn't write to the file. (or at least give us a button for it…
I could go into specifics, but the problem here is that you are taking the issue from the wrong end, already framing the question and not putting priorities in order. This kind of model could be (and is) built in minutes using a regular polygon modeling workflow, using tools that are 100% absent from the Zbrush toolset.…
It looks like she doesn't have a cranium, but that may just be how close your camera is and the odd perspective that gives. In general, the center of the eyes sit slightly above the vertical center line of the head. This is true of all races. There is plenty of variation though, but the key is to understand the norm and…
Two Listen - Haha, thanks dude. I really appreciate it. I'll keep doing my best! Update! Started my 2-point perspective practice. So here we go, 2 points, middle horizon, exterior shot. Again trying to practice kinda like those FZD student works. Not as amazing though - I can see a few perspective distortion and scale…
Looks pretty good to me so far. I would definitely do something about those fingers planted on the ground that kawe mentioned. The foot in the front should probably be more flat and slightly bigger vertically. Also, if you want to leave less detail down on the ground, I would use a texture brush and mask, to make some snow…
here? Not as much as you would get if you were looking for, say, cyberpunk ref; but still plenty of stuff. At the moment I'd say that your sculpted details in general are quite muddy, or too soft, and as a result of that I'm struggling to make out certain components. I'd suggest revisiting the hardsurface elements that you…
pretty cool model! to mirror... select model in maya's view port and shift right click... mirror polygon (select the axis you want to mirror on and +/- value. (the UVs will mirror for you). Do not change any geo or UVs. Adding a proper Light map UV set... after mirroring your stuff ^^^^ right click your model... UV set…