you actually have a pretty damn good start...the reason your getting those weird shadows is because of your smoothing groups...im not sure what program your using but hopefully you know how to adjust these...basically what I do is select all your poly's and turn them to a full 180 degree smooth...after that go to area's…
I've recently had a stray vert in Zbrush and yeah, it can be a royal pain in the butt. You say you cant export your highest Subdiv but you'd be surprised. And even so, by exporting one level down you're maybe not losing *too* much work. I fixed mine by: Exporting highest subdiv back into maya (about 800,000tris) Moved…
Your goblin captures the menacing (and ugly!) portrayal of the creatures - it looks great! The concept art for the tree is beautiful, though I think (as others have suggested) that de-saturating the blue on your model will look less harsh. You could simply colour-pick from your concept artwork. :) Also the contrast between…
Hey! i like it!and its epic if you have only been doing 3d for 6 weeks! a couple of things though, the pipe vent thingy on the back doesnt look right, it looks all crumpled and broken, and you can lose about half the polys maybe a bit more on it too. Also the distribution of your polys is a bit off balance mainly with…
I'm 26 years old. I graduated last year from a 2 year graphic design program majoring in 3D. I have spent the last year and will continue to spend time until summer 2011 buidling my portfolio. I learned Maya in school as well as Adobe After Effects. I know all adobe products through working as a contract web designer for…
Hey man I work with A-Train and he showed me your site. Looking at this piece I think you need to step back a little. It looks like right now you have started adding support edges a little earlier. I am guessing you are making a high poly? First you should block out the whole thing. Get the basic shape and proportions…
One method I've seen many times in Max and Maya is to create the low poly mesh that would have the edge control you would ultimately use for the high poly. UVW Unwrap the low "edged up" mesh and texture it, then simply apply the turbosmooth on top of that. If you understand the fundamentals of how high poly works and are…
Because this was a first pass, I had forgotten the tail. I think that is giving it some of the rigid or robotic feel (not the only thing giving that feeling, but it does make it feel stiff). SamuraiDragon13: I had some movement in the feet, it may be too slight if you aren't noticing it. Fenn: The texture is hindering it a…
This is where I learned: [ame]http://www.youtube.com/watch?v=W-BNtf1t6b4[/ame] I do it on a per-poly basis, meaning I paint by number with the mesh. One toon shader for the skin, another toon shader for the hair, etc etc. Then I overlay with a texture map of decals in a layered shader...which is not as complicated as it…
I'm not sure now. I just did a test with an existing asset that already has two UV channels and used the generate unique uvs to add a third channel and the vertex count stayed at 570. I also tested a mesh with a single uv channel and the addition did not seem to change the vert count. I'm using the October build and I was…