Neat elements and a good start. Legibility gets muddy from the line you've got coming towards "thilnoma" from the ship as it takes command of the information hierarchy to my eye. If its' the name of the ship or the game author, I’d keep it secondary to the title and the actionable elements of the screen: the menu. Visually…
NOT AN ENVIRONMENT ARTIST... Sa-du, This piece You made Based on this concept Did a quick Krita duplicate layer and added a multiply 60% to it. I feel you should add more definition to the separation of the wood the linked image has a good reference to that separation and some greenery reference that can also help. Here is…
Great details! My main gripe would be those fine feather-like elements in the corners sticking out making the book seem more fragile and less functional. It would work better for me, were those elements solid as the rest of the frame. But I can also see how fragile elements like that underline the concept of a book that…
I could select elements in max but max is running slow so it's a bit of a chore. I could use pro optimize on each detached/exploded element but then I lose quality compared to the original model. I could potentially leave the pro optimize on there during all the work and then when it comes to baking turn it off for each…
I suspect its because there are other elements that are animated and you've looped only one of the elements "phase". The other elements need to be looped also. Plus I'm not sure why you're using gradient ramps? Send me what you have vig_ at hotmail dot com and I'll see what I can do on my lunch, gotta get back to work…
Hey Guys, Hope you can help me out with this one. Currently trying to convert a Hi-Poly prop down to a Low one for baking. Although, for some odd reason I'm running into an issue with an element. Problem Outlined Here: What I want to do is take the floating elements vertices and weld it to the main part. But I'm not even…
When rendering out passes, say diffuse and shadow, I use to set them up separately before rendering. I'm a bit slow on the uptake but I've recently began using Render Elements in Max. How can I use Elements to render out the passes (diffuse + shadow) without having to render out the complete master render first? It seems…
Lots of ways to tackle this. Personally I would lean towards using a trim sheet to make this prop, since there are many repetitive elements. This is good approach if you have other props with similar elements. Often a good idea to use similar elements for cohesive set design. And this approach means you can use a single…
First, forgive me for the sloppy brushwork! 1 - Lateral planes of the cheeks and temples Start with the big planes. They're important to give depth to the face and help to figure out the rest of the face. I didn't go as hard on the right side as I did with the left because I knew what I'd do with the light in the end, but…
just use snapping ? select each element in vertex mode, choose the move tool, enable snapping and move each element over the top of another . if you grab it by a vert and move it over another vert it'll snap. edit : re-read first post - not sure whether you're aware you can snap elements in that way (it works in the 3d…