Hey folks! Thanks for all the excellent feedback you gave during the process of making this piece. Now I consider it done -at least daytime version- and will move to other things (my portfolio needs a one year of work refresh!). Really, thank you for all the tips and tricks we shared along this topic, I feel like I've…
The first thing I noticed is the concept itself is everything is a box. The ground is a box, the building is a box sitting on a box, the bridge is a box and the cave itself is probably an inverted box. I'm reminded of the Cardboard Box Factory in The Simpsons. The commentary explained how they want it to be boring by…
I wont go into tech here because I think something more general has a flaw here: the design of that armory. WIth the little red and blueish metal it has a little bit of mass effect but those red stribes on his shoulders and the arms are not to my liking - almost primitive shapes (like part of a tube). It does not connect…
Do you have reference that you are using? Posting that would help immensely in giving more concise critiques. I think this is a good start and you'll have a strong piece with some more texture work. That being said, here's a couple of quick things you could do: - Localized damage on kick plate, door frame, on door handle…
Again, all your textures are really tiley, try to reduce that appearance of reoccurring tiles as much as possible. Right now, all transitions are one tiling material into another tiling material. Add a lot more trim on everything to transition it all together. For example, water damage seeping up the sides of the building…
It is nicely done but there are a few things that I notice that may need to be touched up. - The door frame and the windows look like floating geometry over the wall and don't look like they are actually part of the building. In the picture it looks like the door frame and window are actually cut into the wall and are…
Hey Phil, first off, cool art :) I'm just going to write down what's going through my head as I study your work. Gasoline enviro: Cluster vegetation together. Current it's scattered randomly and doesn't make much sense. Terrain needs some blended layers too. Current terrain material doesn't really look like realistic dried…
Here are some of my favorite Maya hotkeys. Most stuff is crammed around QWER so I don't have to move my hand very far, very often: * Alt + D : Delete history (on selected object only) * Shift + Q : Toggle Wireframe on Shaded * Ctrl + Q : Toggle Selection Highlighting * Alt + Q : Delete most recent construction history…
I am quite new to 3D and I am trying to model this quite basic fastening component as part of a larger model. I am trying to create a sort of blunt bullet shape, which is flat at one end. I also need to add a cutout section about half way up the mesh, with each of the interior faces flat, and the outer surface rounded.…
What is this rendered in? The foreground objects have no shadows. Gives bumper cars and trash a floating appearance. Floor material appears to be dark noise. Could stand for improvement. The mid-ground (carousel) is too dark. It should be brighter, more revealing with additional specular information. Check out these pics…