hey man, your doing great job here. the overall look at first stance is great, if u wanna get it better i would suggest same as other said here go softer on the edges, make sure its showing, maybe go x2 than what u got and another thing is the shape and proportions even on the smaller part, yea i know its small and…
To answer your initial question "why should I bother" A - More efficient, less vertices. B - Less UV seams to deal with. C - Higher quality. It can be difficult to mask hard edges with rounded normals. This is actually incorrect. When you harden an edge, what actually happens is the verts get doubled, with vert normals…
Ha! I see what you mean now. So, that sort of lightning can usually be baked fairly easily with max and maya. Most of the time you will get the option to either render this to texture, or to vertices. I never actually did it in Max but in Maya look for batch bake > MentalRay, there is tons of things you can do, even…
There are pretty much 3 methods used for the snow. A slope shader and a blend shader based off a hightmap and vertex blending. Not used together as each alone is already a very expensive shader. The slope shader is based off Y normals (up direction) to put the coating of snow, moss what have you ontop of your asset. This…
Kanga, although I agree that these are amazing hard surface models beautifuly rendered, but I can't remember that I’ve ever seen a close-up shot of a beveled adge of hard surface models done in ZBrush! (Of course We are talking about dynamesh and not Zmodeler) I mean when it comes to quality of sharpness or smoothness of…
I kinda understand what you are saying. I know that my question is ... well ... big ? Broad ? I don't know the word for it :P But, I am not asking how to do this step by step, I am asking about advices about my aproach. I don't know if this souds better thou xd Thanks you very much! I watched the lecture and it was great.…
Looking really good overall. Nice topology. She'll deform well if you're going to animate her. The hair is great, and I'm glad to see you're going with a straight poly approach instead of a hair plugin. I think, for the most part, hair plugins are overrated and you can usually get just as good, or better, results with…
Also, it's worth thinking about how this would work on something like one of the giant monsters or mutants from a game like Doom3 for example - those things are not smooth curves separated by sharp edges, in fact it'd be a nightmare (pun unintended) to try and model something like a Doom3 demon zombie creature using these…
I think the flowing shapes in this one are an important step forward for you in your journey with these pictures. Initially when you stuck with the sharp straight edged shapes you were sticking too much with what had gone before and it seemed more like clever artifice than the playful piece of art that this one is. When…
Ideally share the meshes, so the issue can be re-produced. As a side note, looks like you have some hard edges without split UVs? Would expect visible seams there.