Here is an example I just modelled up quickly to better present the problem. The artifacty cube which is the one on the left, is the Maya cube. That's the best I could get it. The cube on the right is 3DSmax, and using the normal weighted modifier
yes, i already know that. I just want to make sure. So for example, if somebody wants to make 3d characters, because of eventually rigging, and grooming in xgen i would definitely recommend maya over max.
is it possible if you can kindly provide some screenshots as example of how you think the original author did this method? that'll be really helpful because i just want to understand the concept of it. Thank you again for the response
@fdfxd2 Personally I tend to go towards a darker atmosphere so, for me, the second render, with the darker background and light, represents a nice step forward. In addition, I would add some signs of wear on the seat for example.
What do you find good about it? Serious question. to me it doesnt feel very stylized. Its not realistic either but i feel like its overall way too noisy and realistic to be a great example on stylization.
Oh. Yes, that's the right way to reuse the existing texture. Looking at the original post again though, the existing texture is bad. It would be better in this case to create new textures for the building. For example http://www.textures.com/browse/industrial/12390
Preferably for me, the left hand side geometry for high res hard surface detaling, once a validated blockout example is confirmed. Then it's bevel edge workflow in order too extract relevant surface data for projection onto a proxy.
Is it ok to change or remake your floor after the final submission? For example a few months after final submission you feel like redoing the whole thing. Per the rules: Feel free to submit another floor later.
I think that this is an attempt to troll but I still answer - it is easier to start over again than to try to correct this topology. I think that it is best to start with the eyes, then nose, lips and more. Example topology (sorry for low resolution):
Looks cool but the final example doesn't make sense to me. I don't see any birds in the image prior but there's one in the top left smart filled area. Maybe I'm misunderstanding what he had before that...