spend more time establishing primary forms. The proportions seem to be off; try making the head smaller and the shoulders broader. Don't render the face, the darkness inside the visor of the concept is intentional. Not all edges are rolled; you can remove the rolled edges in the breathing holes and the edges of the cheek…
{{TOO MUCH TO READ/PERSONAL BELOW? SKIP TO END}} This has been a long process for me, but recently I have reached the conclusion I can't ever get into the industry the way my life is. I need to have real people around me that I can keep my passion levels at a continous rate to see projects through to the end. Nothing hurts…
Hi Alexandra, A few notes, I think for the lighting if you look at the shadow under the nose of the concept and match that, you will hit the lighting. for chaos' face (funny writing that) finding some good reference of a face you like could help you make decisions. https://www.pinterest.com/pin/83598136814095860/or the…
I'm sure this is just one of Maya's quirks that I haven't learned how to deal with yet, but whenever I try to Smooth a polygon mesh, it selects all the faces of the model, but doesn't smooth anything. At first this only happened when I had the "exponential" smooth setting on, but now the same things going with linear…
One of the improvements of #3dsMax 2019.1 is “Attaching large amounts of meshes is up to 7 times faster”. So.. I tested it http://cganimator.com/3dsmax-2019-1...7-times-faster/ The enhancement was done for Collapse utility. I think 3dsMax dev choose to enhance this because this is the only attach which keeps explicit…
I'm re working one of my first ever characters from when I was a student. I can't believe how awful my topology was.... well actually I can. Nice to see how far I've progressed since 2003, and to see how I fared compared to my students. I'm also rusty, so I needs some new work for my portfolio. Still working out the final…
I'm taking a large texture image and cutting it down into texture strips to put on a wall and I'm getting these nasty seams where the different textures meet, which i think is do to the bilinear filtering which kind of blends/bleeds the edges of the textures together. Is there a way to get rid of these? The only way I've…
The root of the problem with this sort of things tends to be non-planar faces. While the faces are quads, the geometry has to be triangles to be rendered. If you think of it in terms of triangles, it will help to better visualize the shape of the mesh. Shadows are cast from the triangle geometry, so if you have non-planar…