I think the lettering on the sign should be brighter, it's very hard to see. The prop also looks rather short, I would either make the base smaller or make the wood plank longer. Maybe to make it more interesting you can also add some nails on the sign as if it were nailed onto the wood plank behind it. Maybe add some sort…
@Riceart: Great submissions, the line art shows you're thinking about form as you generate your ideas. I love the designs especially the oozing sword. For the fabric wrap round the bottom it feels like it's flat and not over lapping at all. The areas where the bottom lip of the fabric is overlapping the next section below…
From a fellow Max/Maya -to-Modo migrant: 1. The destructive workflow is being addressed. Procedural tools and meshes are in the latest version of Modo. The sad thing is that all of the procedural stuff is hidden away in a separate menu. Hopefully, this will be fixed in the next version of Modo to speed up the procedural…
MaVCArt, I think at that point stylization would have to be done with parametric modifications by the "storyteller" AI. I know it kind of smacks of using photoshop filters as a crutch, but I just can't wrap my brain around how a team of less than thousands of people could handmake enough content to do a version of, say,…
Those crate-props-things look really cool. For the characters, they look pretty nice but it looks like you're almost trying to hide their hands when they don't need to. The red girl, the hand holding the tray, the pinky looks like it's as big as the thumb making the hand look symmetrical. How is the hand placed against the…
Welp, there's no way I can have anything presentable ready in the next half-hour. Well done to those who manage to get their entries in on time and for those who don't, it's great to hear that a lot of you will continue on with your projects anyway. I'll be one of those finishing my character up later and will continue to…
Hi Bryan, that's too complex for me to understand for now O_O Haven't really read anything about defining a function though, so might come back here in the future after I more familiar with function :) Anyway, is it a good idea to define these codes below as a global on 1 file for other scripts use? So I don't have to type…
this is really cool! ! I have a couple of minor comments: -there is a lot of silhouette breakup in unimportant areas- it draws the eye, especially with the rim lighting. I would consider smoothing out the silhouette and toning down the rim light in places that aren't as important (particularly the lower torso/butt). -the…
I get what you're saying here, but i think the flaw in that logic is this: A. Item isnt complex enough to warrant HP BUT B. Simple objects like this should take next to no time to create the HP for, so you're not actually gaining much time by trying to fake the same thing with just a bump map. A painted bump will never…
Rwolf beat me to most of them Displace? like adding a greyscale displacement map. If so yes and you can paint them in real time straight onto a mesh in the viewport i think. FFD - yes its called deform by lattice and the lattice is not tied to the mesh or operator so you can deform multiple meshes with the same lattice if…