I've added Blender to my arsenal earlier this year. I use it mostly for polymodeling ornamental stuff like carved details and elements. It's quicker, more fluid and has some better tools for this then 3ds max in my opinion. This is the video that convinced me to give it a try: https://www.youtube.com/watch?v=8yrNJVfObAE
i don't think you need to go full retard with it, just grab interesting elements from a culture and mix & match. that's how people do with e.g. japanese stuff, right? ubisoft's "from dust" did it nicely i thought - african, polynesian or whatever their starting point was. a look that stood out.
Right now I think the main issue is the lack of purpose on your design elements. The metal plates seem to be placed at random, there's no apparent function for them, nor do they seem attached by anything (rivets, bolts, weld marks). You're getting better at the execution, but even props must tell a story. ;D
I've noticed a crash when trying to mask out a section for NDO to create normal map from. The software tells me Error 1302:No such element, then crashes completely. I am unsure if this is a bug or a problem on my part, so feedback as to why this may be happening would help me a lot. Thanks.
I really dig the plants-on-a-wall element (maybe elaborate on some more plant variations) as well as the interior props you've modeled so far (chair, surv.-cam, etc.) and that procedural looking architecture in the lobby. How did you make that? The lighting feels a little flat though - about to change
Hey, I'm liking the new direction. You've made her face really cute :D I not not really a fan of Ryoku's strap top. I think this for this character something more like Satsuki's top/bra thing would look nicer maybe. And maybe take some elements from this too
Currently (I know it's WIP) i'd say that there's form repetition, and then there's form repetition... Your architectural elements are composed in a way that makes it difficult to understand the scene... looks like something Escher would have done in his early stages. Modularity success though... the pieces work for what…
I didn't have enough direction when working on it before, so I'm in the process of completely re-evaluating the materials from the start, getting the cleanest base I can. Here's the current state of that stone floor. All of the basic elements are much more clearly defined. It was a giant, random mess before.
http://eat3d.com/zbrush_hardsurface http://eat3d.com/dozer_part1 There is no magic bullet, just learn the basic and core ideas of how to model certain elements, and adapt however you need to. Also, I wouldn't be surprised if they generate the Normal maps using nDo for the more 'straight details.…
It works but not always, Unwrap UVW pack is behaving very randomly, throwing the uv elements here and there. Here is the code I am using, I am not sure if this is the optimal way to write it. Thanks for the "Polyunwrapper" suggestion but I would like to find out how I can write it. Kinda for experience too.