Here is the mood-board/references I am using to create the character along with the concept art created by my buddy Dominik Nankivell (https://www.artstation.com/dominionarts)
Very nice work! The only thing that I would say is to use the lighting to create a focal point in the scene and use that to create a better sense of staging and depth. :)
anything that easy to upload and create thumbnail automatically :D. and of course, right-click save as allowed im wondering how to create CGhub-like dynamic thumbnail ,,,,
Finished off walkway pipe layouts so that they all connect. Created some pipe coverings that go around pipes that are entering the walls (creating a better transition).
Basic toga created in Marvelous Designer - this is my first actual garment created in this software. I'll be retopologising this for my game and it'll be used as a standard NPC outfit.
Hey Olgakoupt. Create a great material now, so that you can reuse it by creating instances of it. If you have many different materials it will slow down the game.
I fixed Matballz shader to get it work with directx11 and wrote maxscript for creating material library with matcaps. http://veda3d.com/creating-lit-sphere-material-in-3dsmax/
@kanga Hey thanks for the reply ! I don't fully understand though : If I extend the exhaust pipe (the cylinder thingy) then it will create baking errors no ? Should I also extend the highpoly mesh then ? Would need some visual examples lol