Giggy, No particular reason at all. Crease tool works pretty much the same as crease function in Zbrush, except you can save multiple sets of creased edges and adjust the strength of a crease effect. Texture progress. Gotta finish tomorrow.
By adding a loop I'm referring to the 'Slice Plane' tool in Max. I know you're using Maya, but I assume that it would have a similar function somewhere. Using it would help keep your model tidier. It's pretty messy at the moment.
I don't think this will help stop piracy one bit, the website will just keep functioning and they'll be out in a year and back to what they were doing before. No-one wins, and 4 guys are going to get made someones bitch in prison.
thanks for the advice, yeah i tried to make stuff as edgy as possible for now since some is not really more than laid out...i have no clue what it is, part of an industrial scene im making...looks functioning and logic..whatever it is :)
the closest menu to "Bevel Object" in 2.8 is simply titled "Object" under the *bevel sub menu* in the *object menu*. Also when I try to use this option a completely blank box (menu) pops up with no description for its function or any way to interact with it. #thatisannoying
I liked the previous lighting more, i feel that this is too "crowded" . As for the pillar, think of what is its purpose and if it has multiple functions, maybe just one of them is just a pillar and the rest have other uses, maybe one of them is a fake pillar, etc.
Clay sculpt. Scanned in Scanstudio, rendered in Blender. Lord, was this ever a wrestle to scan. And then I spend a silly amount of time building a low-poly body for it, that didn't really function to mask any holes. It just feels good to have it off of my hands at this point.
Turbosmooth :) Although (seriously) I think its going to be an increased reliance in shader functionality, better lighting, tessellation, etc. I can see the demand for technical artists increasing substantially next gen although the role of your regular artist might not change as much.
You can use TexTools UV to 3D function to "flatten" your mesh in the viewport to be exactly like your UV's - UV islands become detached shells, UV seams are split edges, etc, so just pelt your UV's then make the conversion to 3D.
You need more shots of it, also from what I can see the lower pelvic region at the leg insertions do not look attached / I.E. Functional, in a real world scenario. Gun isn't textured, the BG is not interesting and ^almost^ blends with the design. Hope that helps.