Hello, Jonathan. Here are a few examples of my work, https://www.artstation.com/alvordr. In the past, I've focused on organic modeling, but more recently have been mainly concentrating hard-surface modeling since I also do 3D printing. Feel free to DM me here if you want to collaborate.
I can't post that example its under NDA :) The texture has changed from the OS map generated by max, but doesn't match the tangent map from maya, it's still very object-y looking. I'm not going to plough any more time into fiddling with this at the moment, I want to press on with the production work instead, confident that…
I ran some render tests and some of the ambient shadows were too strong(the metal piece at the bottom of the sheath, for example), but that was just because the object weren't close enough to eachother. The rest of the model was fine, so I decided to move on to texturing. I also prepared an ID map to have an easier time…
For my Artstation setup I was mainly looking at an awesome, recent character art post: Exiled Pink Knight by SeungHwan Jeong. My character is much simpler in comparison, but I took what I could in terms of how to present work well. So I took some headshots in Sequencer and MRQ, and also took some screenshots of my…
A detour or not, depending on how you look at it. I was trying to understand eye refraction. After finding some examples, attempted to recreate the effect... and it sort of looked correct. There was just that one issue I spent a good deal of forever chasing down. The whole thing distorts depending on whether you look along…
Right. So the reference isn't for any one specific item. I understand the principles of efficient UV use, but the reference is more for providing a visual example to other people. Good packing is easy to find, but getting examples of reuse is what is tripping me up. People are happy to reuse textures in modular environment…
Thats fine but focus on geeting every proportions right and the same feeling of the concept - for example the stairs - they are 2 inclimbs going up with flat walkway between where the arch is. the staris are not that steep so you can have the nice depth and view of the second arch and builings down the strteet. the street…
you can try learning by rough and smooth surfaces (glossy). This is base for classify a lot of materials, but of course, there are few exceptions like rubber materials, that can be smoothness but not necessarily have to emit or reflect the light like some glossy materials, cuz rubber materials absorve too much the light.…
I'm was not being dismissive(english is not my first language, and never knew "shenaningans" could have such a negative connotation, and for that I apologize), I'm well aware of the flexibility of the system, it's just that after conducting a few experiments last night I started to get the conclusion that what could be a…
Ive been diving into high poly now for a while teaching myself to model at high quality and I admit I dislike it . Spend a shit load of time cutting in detail that most people won't care about in the end . Doom 3 is a great example once the woe factor wore off on the graphics there wasnt much to the game play and so will…