still saving on texture space, and materials though, got multiple elements using the same material than you got those eleamtns duplicated all overh the place.
Here's another update. I've basically been working on the different elements/characters individiually, and once they are all blocked out then I'll be able to work on composition and lighting, and then on to color.
I'm guessing thats it in the background. Should give you the basic form, and then it'd be just a matter of picking up elements used on Horus's armour for detailing, I'd think
Of course theres been a human element, but they've never been the main attraction. Humans were only there to scurry away in terror or be something the autobots had to go and protect.
Gif explains the behaviour I mean. This is something I always miss whenever working in Max; the ability to select components without having to directly move the cursor over the element. Is there anything like it in Max?
I think the important thing to ask yourself, what would you like to do? I see you have a lot of props, which is what I assume is what you're aiming for, but you have a human sculpt in there. I would pick a specialization and cut out anything that doesn't align with that.Then ask yourself, what would you like to work on or…
@PastyPicti I think you are going into details faaaaaaar too quick. you should get the main proportions done first, the block out all the elements, then start detailling stuff.
I took inspiration from the fifth element stones, as well as the Upgrade stones from BDO . some kind of ancient tech that isn't quite understood. I call it "Heart of Anubis"
It seems interesting to me. It possible to pack with UV groups (you call this transform proxy ?) or mesh element groups ? And if in addition it's possible to freeze a group size that would be some great additions.
The pic TDub posted is just a template though? None of the elements tile over. Like on the example I am trying to achieve. ? Am I missing the point? : ) Thanks for all responses.