Hi ! Nice model but you should definitely give some more work to the textures. Define the metal a bit more. Define what the purple is (paint ?) and make the brass more brass looking I would say. Once you get those 3 materials right you will see a massive improvement in my opinion. Scratches in the spec, slight color tint…
[ QUOTE ] The TA has to assess the type of artists in the pipe and accommodate them. Too many efficiency procedures for non-technical / individualistic developers stifle creativity. The strive towards efficiency on the TA’s part can go too far. <snip> turning your art staff into button pushing, procedure-driven drones will…
So I've started getting my hands dirty with UDK materials, and I'm encountering a situation that I'm not sure about. I'm trying to add a glass effect to the windows of my scene. I'm trying to add some subtle distortion to the glass, but I don't think I'm doing it right. Here's the (very simple) setup - I've used a…
Bad, ass I really like it nice work. I like that the materials are defined by their wrinkles and read as the materials they represent even without a defining diffuse material. I like the shoes and the wrinkles around the ankles. Not a big fan of the pinching behind the knees, seems a bit "pinned" into place instead of…
It's looking toylike because of how stiff the Tpose is. For reference, it reminds me of the early Star Wars acton figures. Locked knees, straight as stick arms and legs. What you really want, and what feel better for a Tpose in game art is something like this: Get the proportions, gesture of the forms, and the way the…
Pre-defining smoothing groups is fine, but you're basically just adding a step that you are going to re-visit anyway. If you are taking the time to select a range of polygons that you want to define as a SG (and therefore a UV shell later), just cut out the middle man and project/unfold those polygons right away instead.…
Racer445 thanks for the feedback:) I think you have a fair point. What I used to get the materials was going to my reference images and make a few tiling textures of clean parts that defined different materials. but as the image was slightly grainy plus the fact that I might have gone to easy on defining the difference…
there is a fucked up typo in maxscript [php]ao_bake.fileType = GetDir #image + "_renderToClipboard3.bmp";--appearently the target filename/path[/php] its the part of the script that tells the RTT job of the AO pass where to save the file. Appearently it defines the filename instead of the extention. There is a attribute…
Well, looking at your portfolio there doesn't seem to be any animation in it. If you had a passion for it I would have expected you to have had a go by now. I think your modelling skills look pretty strong and there's alot of potential. Having said that you may well have a great talent for animation. So, going to school…
I have to say I agree with Prof420 on max's face-selection, despite his silly nickname. I've run into face-selection issues the few times I've used Maya, but I can't judge an application on that, as it may have been me. Max 7 definately has some issues with *not selecting unseen faces rather than the one that's RIGHT…