Barnesy, Ive gotta say your latest update on the face is a massive improvement. But to touch upon Tits suggestions I think the facial features seem to be flat when viewed from the side view. The eyes are a good example of this. What I suggest is try and look at it from a top/bottom view in zbrush. This will allow you to…
It's a good start but it's not really "done", you still have plenty of stuff to improve. The rounded parts look "beat up" like someone bashed the body with a bat. The front part of the roof looks flat. Be careful with the edges of the body panel, they're not aligned and don't flow very well with each other. The windows…
oh great ! Thank you Monsieur ! :thumbup: I coudn't remember an example last time as my brain was melting after work :poly142: It's useful to have a flat hierarchy when you want to, let's say, select all objects with their name starting by "plane" So you type plane in the search field. -With the hierarchy mode on, you have…
@Michaelmilette the reason it looks slender to you is because it's actually a polearm not a sword, the blade is just extra big, it is after all a wow weapon Anyways for crits echoing what's already been said I think the rock could use another pass. It's a little too boring. I agree with with Sipher3325 some fiery lines…
First reaction: very sexy. For a moment I thought it was a shot of something like Torchlight for reference. But there still are a couple things that can be improved. There always are. Textures are a bit muddy in places. The carpet could really use some weaving patterns, and the rocks look like a lot of cloud filtering. I…
1. Mirror your uv's 2. Half of these things could be floaters 3. use more UV space 4. Bevel your high poly edges on parts that won't read well so the light has something to catch on. 5. Add more depth because there the whole model is very flat, try and think of ways to avoid the boxy flat look, that's the hardest par. You…
I think you need to take a look at the way your edge flow is going around the model. Redirecting edge flow over at subd modelling might be of some help: http://www.subdivisionmodeling.com/forums/showpost.php?p=9879&postcount=10 Original thread: http://www.subdivisionmodeling.com/forums/showthread.php?t=907 Also, the edge…
Hey. This crit may sound a bit harsh but if you're serious about this improvement thread you need to go back and re-do your model. There are a few obvious spots where it doesn't match up at all. I think with an environment it's not that big of a deal, but when you're working on such a finely detailed/small prop, I think…
very nice. some fun design elements. a few of the shots have an uncanny-valley effect happening and i think thats a biproduct of the lighting. it falls flat in many areas and this environment can read a lot like previs. the blurred people dont help in that regard either. some of the materials used for your props dont read…
thanks vig, it's definately good advice. i'm getting worked up over things that aren't that important. and i will keep this in mind: "Construction shots - wire edges on a faceted model. Texture flats - Final Flats and Wire overlay to see UV layout." but i think i miscommunicated my post a little...it's not spec i have the…