It may be helpful to look up some photo references of the materials you're trying to create. In the concept it seems like the walls are supposed to have peeling wall paper on them. But in your version, it appears to be noise or generic grunge. Reference of worn wood would also help with he cabinets. Think about where the…
Out of all the stages, drawing forms the basis for all subsequent stages. Each step informs the next, for example, once you have established a strong drawing foundation you will then be ready to start practicing with tone. The focus of this step is to train yourself to see how light interacts with objects, only once you…
I think the Flash scripting for the HUD interferes with the Kismet. When I remove my menu via Kismet and spawn the player without inventory, upon pressing Escape->Resume, the entire HUD reappears. (I solved it, but it was a keybind workaround and there are no options now, just esc->quit). Trial and Error seems to be a long…
First thing that comes to mind is that the shoulder stick out too much past the beginning of the sleeves. It might be that the sleeve itself is going too much towards the center. I'm not exactly sure but there's definitely something to check out in that area. A tip I'd give you for sculpting the folds of the arms is to…
That's what I though I'd done - the mask, the feathers etc are all going to be seperate objects that don't interact with the base mesh I have there at all; but I felt I couldn't work on the mask until I've finalised the topology of the face, since it will be directly impacted by any changes made to the head geo/shape.…
My only disappointment in games is honestly the lack of interactivity with the environment that a lot of games suffer from. The whole material, physics and sound system of the Source Engine was incredible and still is. Knocking over a shelf with various objects of various materials on it produced the correct clunk and…
dude i absolutely love this idea for his run cycle. barrel feels a bit too squishy for me. yeah i could see like 2-3 small bounces followed by a slightly bigger one maybe? just some ideas. like a rhythm of: one, one, TWO or one, one, one, TWO. also voodoo lady - yeah i totally understand that, thats a constant battle for…
Complete map? You can do that using Render to Texture but rarely do you want to do that because it bakes in the 3dsmax scene lighting. Even if you don't have lights in your scene there is always one behind the viewport camera by default (so you can see objects in the scene). Complete maps really aren't useful for much.…
"I am currently working as a graphic designer/illustrator and will be making an attempt within the next few months to take the gamble, use up my savings and work on a portfolio." dont do that. keep your job and learn on your off time. London is a very expensive city and not having a job to work on folio ( that you can do…
I agree with both the above.. When texturing things always take a good look at where objects interact with eachother. for example; the ground meeting up with the bottom of this statue there is going to be dirt and a build up of moss / grass. Same goes for the areas like under and around the eyes and where the globe…