Hi! like the overall atmosphere :+1: Looking closer, I think he shape of the fence boards looks a bit odd, the tip being sharpened on the flat sides (top face beveled with unapplied scale?) and they are quite thick. The fence would benefit in some slight variance in board placement and color as well. Most fences I have…
So... I liked my desert environment but wanted a ship background as well. I downloaded a free 'sci-fi' corridor but it wasn't giving the right vibes so I ended up making a super quick ship background last weekend based on some in game screenshots. And look, I'm not an environment artist, I won't pretend to be one, but this…
Week 5 pre-note: all pictures here are at least 3 days old and things have changed since. This week i'm retopoing/creating the low poly mesh. now, one of the big advantages of having the basemesh set up the way i made it was that the topology is already largely how i want it. the biggest issues i had were in defining…
Here is my very simple process of making shoe laces. I'm sure there is an easier way but this method has worked for me well in the past. Here are the steps: 1. Decimate Shoe in Zbrush for faster machine speed and export to Topogun 2. I import the decimated shoe into Topogun and rough out basic faces for each group of…
I've always been interested in putting my own concepts and ideas into games, and recently I've been importing characters into Mario Kart Wii by rigging a model over and existing characters bones. I prefer to do the less common/underused characters as I feel it's more original and unique. There are a lot of characters I…
So I've finally figured out what to do with the body and head, and changed her into my "elf" Arizia. Adding all the scarring on the face and body was such a fun thing to do, despite the fact I literally ruined her face now. (Note, I'm not following the sketch of the face fully. I couldn't be bothered with the accurate…
Ahh, you know, I think I've just put my finger on what it is about the head that's making it look scaled really oddly! In your original version, the "plate" bit on the top of his skull (that the dreadlocks come out of) is the right size, but the face and jaw area is too big. My version looked less like the original…
It's awesome to see you plugging away at your work knowing you need to learn... Love the fact that you've come to grips with that, it's very rare. That being said, you've certainly come along way and taking heed to crits in this thread is helping! One thing I wanted to mention in addition to everything said, is step back…
I'm seeing a lot of faceting (hard edges along the polygons) on your models, especially across the sphinx head and rock face. Unless this is an intended part of the style, which it doesn't appear to be, then I would say you need to reimport your assets with the appropriate smoothing groups applied. Adding to what gsokol…
Paul can correct me if I'm wrong, but I think he's referring to editing the normals of the lowpoly mesh. There are some scripts that allow you to select a face (or a group of faces), and then set the vertex normals to match the face normals. You need bevels along the primary planar faces, which you can sort of "push" the…