Okay, one thing is that your metal doesn't look like metal to me, Idk if I'm the only one who sees this but it feels like something along the lines of a really dense foam that is thin, I can't think of the word for it right now.
HAPPY FRIDAY GUYS!!!I did a bit of work on my scene last night, added a trim material and a material for the ceiling of the structure, I may add a mask to show damaged paneling for the ceiling idk, what do you guys think?
Now that you mentioned it... thats not a half bad idea! Idk why I didn't even think of doing it like that, maybe sculpting programs have been drilled into my head so much that I just overlooked the simple method. Thanks!
that is something that would change placing haircards in the industry i guess, weird that noone evee thought about that?! Load haircards as archive with randomness and then simply groom as desired, i would script it myself but idk how to make splines/curved brushable/groomable
The only thing I can suggest is to make the inner thigh and front part of the leg below the knee have a nicer curve. Her hands seem quite big? idk something is off about it though. Other than that, it looks pretty good!
Yeah that looks better with the girder usage. :D You dont have to use flat girder textures, you can always make a perspectve one, they work pretty well. eg. http://i42.photobucket.com/albums/e305/muzzoid/muzz_-perspgirder.png
yea I should have titled this thread as just general sketches I suppose, at this point I just draw to avoid idle hands. Helps me vent. Here's some stuff from the Noah D concert at the Biltmore last night
Ido not know about anyone else, but i love that he had put his model in Quake...I have yet to put anything in game, so maybe that why I like it so...or maybe because it is so nostalgic? Either way..
not sure how to do all that stuff about rendering yet to be honest. this is my 3rd quarter at school. but willing to try it out if i learn how to. and idk what a WIP is either :( and will not be imported into a game lol this was just for my first modeling class.
work on the ears and back of the head to get it roughly at the same level of detail as the face. Study the skull; the ear hole is an important landmark for judging proportions. Flesh and fat hangs off of bone through gravity. Carve out mouth and eye cavities, and make separate meshes for eyes, teeth, tongue. Don't sculpt…