Back with another one of those block rockin' screenshots. Two of them, in fact. These are the panels that cover the engine at the back of the hull. I think I'll apply an alpha map to the wire mesh and model some very simple fans underneath. I think basic geometry should suffice, no need for a normal map or anything since…
No worries. So I'd recommend working in a neutral pose (maybe you were and you just positioned it) but the legs feel unnatural in the current pose. A lot of your hard surfaces feel somewhat wavy. Probably would benefit from some extra time with the flatten brush (or polish, I like flatten too though) For future projects,…
I'm really really late to the party. I only started on the 23rd (and didn't work on her on the 24th.) I was busy for the earlier part of the month and would have skipped but I really liked the concept art so wanted to see how far I could get. (and you only get better by doing!). Anyway - This is my first character attempt…
The concept is from Neverwinter Nights 2. Since everything is currently a blockout there isn't much point to critique your models. You planning however, I'm not sure what you are aiming for. Are you planning on building an entire scene off this single concept? At the moment you have this large, empty scene all in support…
What alignment and size apace were you using? I've been doing some basic tests in SP and 3DC to test the stroke accuracy and couldn't get strong differences apart from some distortions in the strokes in both cases due to my camera being at and angle from the surface I'm painting on: The size of the brush is constant on any…
Good work, I like what you have done. Some very good crits so far also. Just to add to them a little; - The pole tops have a texture assigned to them, if the player is never going to see the tops of the poles then get rid of that part of the texture and use it for something else. - The street lacks the normal wear and…
Company Description Opened in September 2017, Ubisoft Bordeaux is a French AAA Studio responsible for games such as Ghost Recon, Just Dance, Beyond Good & Evil, Steep and the Rabbids. Ubisoft Bordeaux already has more than 200 employees and works with the studios of Annecy, Montpellier and Paris. In one of the most…
Company Description Opened in September 2017, Ubisoft Bordeaux is a French AAA Studio responsible for games such as Ghost Recon, Just Dance, Beyond Good & Evil, Steep and the Rabbids. Ubisoft Bordeaux already has more than 200 employees and works with the studios of Annecy, Montpellier and Paris. In one of the most…
Ho boy i loved peaky blinders :D :D I think it's a solid start but maybe there's still a lot to do with the lighting part; i feel like it's still prerty flat and not easy to read, and parts such as the wooden pannel on the cart looks a bit too bright. I guess you will also need a bit more of "garbage" props to fill this…
It's hard to tell without seeing the model. Did you reset Xform everything ? As for hidding poly, you can split the high and low into different parts and project apart, or imo better solution, assign corresponding material ID's between high and low parts and use "hit only matching ID" in the RTT projection option. So faces…