Nice, simple layout that's easy to navigate. My only complaint, really, is that it's a bit difficult to tell what you've done for each project. Part of the problem with being a level artist rather than somebody who makes the cars, I suppose. Perhaps some images of the overall track layout from the editor would work?
First crit would be to host ur images on an imagehost. 99% of the time I dont even click the thumbnails just cuz I'm that lazy.. Try to exaggerate ur shapes, keep it more low poly for ur first blockout and work from there. i.e. the roof parts are straight which should have a curve according to the concept. I also think the…
Add all the bones necessary to do the setup you need. I suspect what you refer to regarding the extra bone, in the reverse foot setup, is either for IK or pivot purposes. Ask yourself if the setup can be done without it? Are you uncertain? Experiment. Parts of the rigging process is pure problem solving. So do a fusion of…
understood, but they are all still part of Sony are they not ? If one of my family member is in financial trouble I help them out the best I can. in this case, Sony has shit load of money. so my question is, why are they just hoarding the cash ? if you are good at providing solid services then the jobs come to you, and…
So some parts can take hell of a long time to model once, redo, and just take longer than expected to figure out the shapes and flows. This is one of them: Overkill on the detail perhaps, but I had the refs and was doing it already so I figured why not take the extra steps. Only missing the firing pin spring, but I did…
Heya guys! Jumping onto the fun train here! I've started with the cycle part using prolly half a day yesterday. Still going through the concept of my character, but all the rigs I run are pretty generic. I'm working on personalizing it throwing some armour or weapon pieces. Will come back with a WIP on this thread, so... :)
Introduction Hello everyone! I thought I'd introduce myself first as this is my very first polycount post. I am currently a university student working towards becoming a industry 3d character artist. I have around 3 years of experience prior to school working in freelance. This month of school I have a lot of free time to…
metalness is a grayscale map. That means black and white. Black is not metal, white is completely metal. Many types of textures use grayscale values like this. A lot of times, you can refer to a black/white map as a mask. Because you are masking off parts, and exposing others. You could make a black/white map for your…
wow, great feedback and also great responses! My first thought and contribution was to highly suggest getting part 1 instead of jumping straight into part 2. Also if you are more interested in ZBrush as a whole instead of Hard Surface, then I think most people would agree that Michael Pavlovich's DVD's are simple the best…