This is max specific, as that's all I know at the moment, so bear with me For certain shapes I've found it usefull to start out with a NURBS surface, conform it to the shape needed in a side/front/whatever view by moving the control points/lines around (adding u and v 'lines' of controll points where needed) and then going…
If you don't want to be super true to concept its a good representation ! I can point a few miner issue and one bigger one .Side view has some issues with body and face construction thats the big one Torso is too wide [concept is in 3/4 so be mindful that in this view things appear wider then they are] Abdominal area look…
Good day fellow Polycounters! I'm a long time stalker, first time contributor. This place is a breeding ground for great art and artists and I look forward to learning as much as I can while posting here. Today I'd like to revisit OrganizedChaos' lovely dragon whelp: http://www.polycount.com/forum/showthread.php?t=69069…
Hey guys so i recently upgraded to substance painter 2 and really like the added features . some stuff is making my time painting a bit awkward. -The symmetry plane is visible at all time, while i do want it on i don`t want to see the symmetry plane while i paint. -The symmetry plane cant be moved, some added functionality…
more options the better: I had a similar issue with 2016 version and the view port for me the solution was in view port [+] Display performance, increase the resolutions, profit. Works great for me with adding a plane with reference images, hope it works i needed it for the reference and plane stuff.
Really helpful feedback here all! I want to quickly summarize what I'm hearing, and then suggest the solution I'd like to build. I'd love your feedback (if you'd indulge me a little bit longer :) ) Summary of pain: Reviewing assets together as a team and leaving in-context feedback on assets is a pain point. Quickly seeing…
I've moved my main block-outs in Unreal but I'm fairly unsatisfied with both composition and lighting. I like the idea of a little corner crumbling away with the view looking like a small diorama and some detail views with a realistic field of view I also tried swapping the place of the big radio to remove from the shadow…
Nice run. Front the view, I see a little pop. When his chest rotates to the screen left as his screen left foot comes forward, it pops a little. Like it hits that pose too fast, It feels jerky. The other side seems fine, though. I would try bring the gun forward across his body just a little instead of having it primarily…
getting better, but have a think about how the abdominals actually connect to the ribcage. Your pectoral muscles have a strangely square shape along the bottom, they could do with being a little more rounded. Comparing this with your latest sculpt, you can see that although yes there is a rectus abdominis directly below…
The lumpiness is fairly easy to fix, just by looking at the model from top view, side view, front view and tweaking the verts until you get smooth lines. Your main problem is topology. Right now your polygons don't flow well around the headlights or around the front bumper and other areas. You have the right idea around…