For me, I usually start googling a LOT just to find some not 100% good pic but more bad ones for reference, interesting shapes and variety. (As Turnerboy and Vig mentioned, sometime I feel amazed how the same kind of tree can look like, sometime you can say that this two of a same kind are not same kind :) ) ) Then start…
90% of tutorials are absolute garbage and I detest them! I lump tutorials into 1 of 3 categories. 1) Make it up as you go A.K.A "The Youtube" Usually created by a really intelligent guy who knows unfathomable amounts about a program. However the tutorials have zero structure and are unedited. Resulting in 20% useful…
Always always always use a contract with individual clients, or some larger clients that don't have paperwork of their own. Never start work without a signed contract. Within that contract, you need to stipulate the terms in the event something like this happens. Yea sure, your client could just ignore it but then at least…
You are over complicating the issue, and probably misunderstanding the bits of information you hear here and there. Sure, a design task can be helped by some 3d. Sure, many talented designers do that. To learn how to do it, they mostly figure out the 3d part on their own because the tools they need from a 3d package are…
Work in Progress: X-44 Sabretooth. Most of the work left to do is fix the stretching at the tracks, the MG, and details on the hull and turret, as well as the heatsink (the fin) on the barrel. 4749 Tris. And for those intrested: Some story and technical stuff about this tank: The XM44 is the new Main Battle Tank of the…
Here's the root of the problem as far as I can tell. Here's your geometry, simplified to 2d, in black. Your highpoly is in navy blue. The view vector, V, in green represents the direction that the camera is looking. R1 is the reflection vector that you get from the cube if it's not normal mapped and has hard edges there.…
Well, there's a difference between personal style and just plain wrong, Johny... The fact that the texturing is pretty realistic and everything else seems to point towards realism, odd proportions that aren't *quite* right show up as more obvious errors. I agree with StrangeFate here, the face does look too wide in the…
That's pretty cool, I like the design and exaggeration. Answers to some of your questions, maybe: * Lowpoly in Maya? I tend to do a "base mesh" first if I'm sculpting something. That way you don't get locked down into final topology, or spend ages modelling something that you then throw away or rework heavily once…
you can also try to decimate it to a higher polycount. but all the artifacts you have in your high, you will have in your low how are you exporting? obj? fbx? i usually use obj and no problem with even the densest stuff - my bakefiles usually are like 6GB thanks to the highpoly meshes
Usually this happens because the viewport can't "see" the edge or verts, usually from being embedded too far in the highpoly. I'm not sure if hiding the highpoly layer works, I never think to try it. In this case, I'd just pop out of the tool, bridge the two border edges and go back into QD.