yeah I second the advice of a blockout. also once you have cylingers in place and it looks good you can boolean them together. make sure to use good reference. find a specific model of bike and get a clear side view and front view, and if you can find it, a top view. bring your reference into maya and match the proportions…
i recently did a blockout of my scene, the idea is a post apocalyptic city, the train has derailed causing catastrophic damage to nearby buildings. in my mind the texturing will tell the story that this didnt just happen ...as they will be overgrown folliage around the city to make it feel abandoned. The story isnt yet…
Hi there! @bkost sad I can't help you out. I started from the skin material in Substance and made some changes^^U Working on the textures at the moment. I just made a quick Marmoset scene to check out whether the textures are working or not and that's how it's looking so far. The hair is still a blockout. I think I should…
Yeah those parts seems a bit tricky.I'd make a low-poly blockout for guidiance and then model the hi-poly metal plates/pieces to place them around the blockout.Placement might be a asspain(or utterly enjoyable?). Don't hesiate to use more geometry on the hi-poly meshes.The reason of your problems is you don't have enough…
@CommonOne thanks! I hope once I bake the lighting that it'll ground the smaller objects like the pens. Right now, they're too small to cast shadows from the real time lights Working on the walls and flooring Do you guys think it's too busy/noisy looking? Also, here's a animated comparison from my blockout version of the…
I'm going to with the man-eating bulb concept for now, mostly for the sake of time. Right now I'm fighting a couple of weird UDK glitches, they seem to only show up when AO is enabled. I have a floor panel modeled and baked to start replacing my blockout, but right now most of the floor is getting blacked out once I build…
When working on a large model like this, it is useful to create a "block out" model that is made of rough shapes/primitives to help get a sense of mass and scale. These blocks are discarded as you build the finished high poly pieces. Then you build a low poly model around the high poly model, and then bake/texture. So the…
can you guys expand a little more on how to make a action that seperates the diffuse blockouts, puts AO and normal in its own groups, ect ect. Are you guys recording several seperate actions that do this, or just one that does it all? how does photoshop know to seperate things like diffuse block outs if each time it's…
I'm currently writing a script that will snap selected verts to an arbitrary grid or your current grid, so even if the max snaps to 0.001, it will "fix" it to 0.000 ... I'm mainly doing it for snapping to grids like the Radiant editors, just for making sure blockout meshes and collision meshes / bounding boxes all line up…
I believe the sketches are currently challenging to read. To improve readability, you could add fill to shapes in an image editing programme. You could use a looser, zoomed-out shot to describe mood and significant structures, perhaps showing a cross section of the layers. one house, building, or column to demonstrate the…