Not bad, not bad at all. After looking at the actual test, here's a list of things you might want to fix. 1. Missing lettering on the box. 2. Textures need a lot more wear and tear, don't go overboard but look again at the reference. Your texture is too clean. 3. Textures could be mirrored to achieve a higher pixel…
Okay, well the items that I see on the model that sort of make me scratch my head, are the odd proportions. Now you can have characters that look short otr tall, but there are some visual cues about a body that even if it is short or tall, will make it look "properly Proportional" Here are some clues. Ignoring the head,…
Some quick glance things I see Look to modeling to improve the rocks. Model in destinct shapes to reflect the texture. Hard edges, strong shapes to catch lighting, cast shadows on itself, etc. Will have a huge impact, as well as modeling large, medium and small stones to compliment the transition into ground. The small…
You also have to keep in mind that a vehicle in comparison to say, a person, has ALOT more square footage hence a space vehicle thats 10-20 times as big as a person is going to look a lot more low res up close than a person at the same distance, if both are using say one 2k texture map each. You could migrate this factor…
Good start, keep drawing! I would recommend that you draw the face and a rough indication of hair, as well. Right now, the heads seem really placeholder. You're not really drawing what you see in the photo. Instead, you put in a standard anime base head, with the typical pointy chin and shallow eye sockets. You will make…
e-freak your a magician. I put the dds files side by side in irfanview and hit image/information and noticed my crytiff was vertically flipped (hence why i could rotate the u axis in the material editor 180 degrees and make the texture properly fit). I then noticed the file size was incorrect and so I changed that and now…
not a bad start. I think if you stick with the current eye size, you should make the face significanly longer and slightly wider. The nose should be much higher and i would really exagerate the upward angle from the tip of your nose to the sides (from the side view). Move the mouth up a little, and the chin down. Lastly…
No problem man. Glad you liked the idea. Also, I agree with corrosion on the arms and guns. The length of the upperarm joints are both short. Extending them would add a nice balance.. and also making the size of the gun bigger and bulkier on the side with the grenade launcher type gun than the other side with the long…
Greetings, is there a way to save the "Grid Size" Settings within the Unwrap UVW in 3Ds Max? It keeps resetting every time I open up another Unwrap UVW. I have saved my settings using "Save current settings as default", but that doesn't seem to keep my customized Grid Size. I am using the latest version of Max 2017. I have…
:) I've got more references than I can count. It's modeleled on blueprints. The front blueprint is a problem and doesn't match the top+side but that wouldn't effect the wing size. I'll look into the flat sides. How could this be done while keeping a smooth curve onto the body? Is this a better way to do it? Can you explain…