Right now the scale of your tiles on the floor is off, it is making the scene feel weird. Look at the concept, there are about 4 tiles for every 1 of yours, and the scale looks more believable in the concept. they are also slightly different colors, which helps break up the floor. You could also cut some geo in and raise…
I forgot to actually answer your first post. When you use GoZ from Max, I believe the model is being exported and imported as an OBJ, under the hood. This uses generic units as discussed in my post above. So a character in max that is 180cm tall will be imported into Zbrush at 180 generic units. Zbrush works best with…
Well if you explained it in a nice way. Like "a deeper understanding of what is going on under the hood will lead to a deeper understanding of the results and how to manipulate it and other tools. Be careful not to just relay on crazybump but don't be scared to use it and other tools, after you understand them." Then yea,…
Ok, so I was able to get something close to finished. nDO and dDo are super duper fun. Next time around I would like to go a bit more under the hood. Their presets were nice, but a bit limiting. But if I had to do another scratch pass on another mech.... for that alone, dDo is my best friend. I worked with Substance…
I think he is deffinately less douche baggy now. Vigs paint over made him look more bad@$$ and your helped, but vig had more contrast and I think it helps alot. Just flipped through the thread and IMO you might be working with too many refs. You posted alot of 'random' pics. I'd honestly find that too distracting, but I…
[ QUOTE ] Thanks to those of you who gave worthwhile crits. I'll fix the slit to high thing. Piss of to those who leave dickhead remarks. [/ QUOTE ] OK, I don't think it's that surprising that you got dickhead remarks. The reason I perhaps came off as initially terse, was that I really felt that you weren't genuinely…
Jack, yeah i agree some of them arent the best vids in the world but id say that they are all pretty worth the money you pay for them :). Even if thier production values arent quite as high as those of gnomons you certainly get more bang for your buck with these. Though I dont know why either should be considered better…
I really like the spider. The people are bugging (ha) me a little bit, though. Especially that lady in the black pants, I can't really tell what she's doing or where her head is... I think she's stabbing the thing in the leg, but for a moment I thought her head wasn't there but that you could see some blond hair flying…
this isn't typically handled on the substance side - you don't _usually_ want to be creating a big uber texture with transitions between surfaces etc. It is done, you might want to look into megatexturing, but more typically you create tiling textures that you blend on the mesh via vertex colours for example. I.e the mesh…
Depends how detailed you want to go / what you are aiming for. :) Different methodes would be: 1. add the panel lining in the texture itself (maybe also to the normal map via tools like ndo) > no modelling needed bt depends on your UV/Texturing skills 2. model all panels into the high poly model > high poly model/baking…