You say you use maya so it should be easy to find tutorials about pretty much any aspect of the program. However, you should narrow down what you want to learn first, do you want to learn hardsurface modeling, animating or focus on rendering? There are also a lot of good tutorials about learning the basics of the program…
Dilation is where the pixels at the edge of your uv shell are stretched outside the shell, dilation distance is how many pixels that goes on for. Dilation is there to help deal with filtering and mipping artefacts and is absolutely essential if your UVs aren't snapped to pixel boundaries. strictly speaking at 2k you need…
Looks great! Always a pleasure to see your work with your sexy textures and all. Not seeing them in flickr is even better! ;) Im fighting with myself to see if i love the schema youve got going on (open site> CHARACTER ORGASM) or dread it. Maybe put SOME organization into your characters. Maybe a title for each…
You have a good attitude, keep at it. I can see you have a good eye for shape, just need to sharpen your fundamentals. Work on getting a solid normal map baked. This starts with an efficient and attractive high poly, and ends with an properly optimized low poly with ideal topology. Try smaller exercises to work on map…
The problem with doublesmooh is, that you have only one way to determine the edges, by using geometry density i would suggest to use quadchamfer instead, it needs a tad of cleanup here and there and might be instable at times. but it gives you nice and clean supportloops, making sure all your edges on a materials are the…
Hey thanks guys! Sorry it's a little slow going I only get about 1-2 hours a night to work on it. Here is my workflow for baking.. I harden all edges that are UV seems (unless they are on a round obejct i.e. the grenades, shifter knob, barrel, etc). I baked in xNormal and Handplane and mask between the two in PS. I'll go…
Very nice high polys for the telephone and gramophone! I think your hardsurface is great, your anatomy is good. I think that what makes the larger head look odd instead of stylized on the girl is that both the face and body are pretty realistic, and you'd expect a more cartoonified look when the proportions are like that.…
Thank u very much guys :) Spug: Actually i just sent my mail to Splashdamage so nothing yet, but my classmate got a response in like 2 days, hope i will get one too. yeah i was thinking about changing that, but you know i will fill them so fast anyway :P haha or not. Well wish i could just stop time and do portfolio work…
Hmm...flipped normals! For me even after years hardsurface modeling (mechanical) stuff they still tend to crop up with head desking frequency. Complex subject matter especially seems too, well at least from my experience when detailing a shape with the sub-division modifier applied :/ Anyway don't stress about the orthodox…
if you want to get better at real hard surface, stay away from sculpting packages for some time and see how far you can go the regular way. There are indeed some tricks and hacks you can use to somehow using sculpting hard stuff in sculpting app, but it doesnt work for everything. Imagine yourself being asked to model a…