Oh, thank you for the feedback, there are indeed some glaring mistakes on my part. I'll be more careful in the future. upd: I made the boat from rdr2 specifically omitting some details, but not the ones that turned out to be so obvious, it wasn't intentional C:
Im a big futurama fan but this one fell short, just seemed like a lot of it was how zaney could we show the future (which I know was part of the show before, but they seemed to try to hard on this one) and just a scattered plot. I didn't mind big score, but this one I was just wanting it to end multiple times
Thanks for the thread @poopipe I just noticed the issue, and the problem was that the channel switch I made for the mask texture wasn't working at all. So, by simply decreasing the strength of the vertex paint brush, I can get the effect of the first image. lol Either way, I'll save what you sent me. It might be useful in…
Thank you for the detailed feedback. I'll consider various material properties while texturing and designing wear in the future. The part about surface distortion in the areas where the sign is riveted on is a great little detail.
Hi all, this is my first post here and after hearing so many good things about this place I've decided to post some screenshots of the level I'm building in UDK. I'm building it foremost as an exercise in Level design, but also as training on environment creation. I'm hoping for a Half Life-esque future style. It's still…
Thanks everyone for your critiques! I truly appreciate them. haikai: I see what you're talking about with her head being too wide in the profile view, and her ears being set too far back. About her proportions, most of the time I don't know whether to follow realistic proportions or do over-exaggerations. I can't decide on…
Seeing it from the first-person view, the thing that keeps bugging me every time I look at it is the lack of transition from the rubber part of the scope to the glass part. If there was a nice hard edge along the edge of the glass, that would really help. The first-person view is also making it hard to ignore the lack of…
I like unwrapping too, I'm always thinking about it while I model something. Stuff like...* Where the material and UV seams will go? * What kind of textures do I need? * How many texture sheets will I need? * Will some be tiling textures? * Will I use part of a texture to create a tiling mesh? * How the pieces are going to…
/edit: ah, bugger, you finished it as I were replying! :p You can still save even more space in there. I threw together a quick example model for you here: http://dl.dropbox.com/u/3093336/example_mesh.rar Have a look at that one and try unwrapping it the same way. I didn't include the roof or other details here, so those…
Thanks izaakb, I was thinking of adding some engine vibration effects when moving, that would look pretty cool! Thanks for replying Shrike. Actually I did prototype in the past two years, fully fleshing out the idea (in the process I had to completely redesign the ship too). And last year, I added blockouts (which I'm…