Don't worry, once you get used to the workflow you'll realise how much better Max's modelling tools are than Maya's 1. Dunno if there's a way to make open edges show in bold. Never looked myself though so it might be possible. Use "Border" select mode (3rd icon along in Editable Poly, or hotkey is "3") - that will only…
This is awesome. Kudos for working on this! Since this a speciofic real-world location, I would suggest searching for photos of the location, at the same time of day, sunset. Try to adjust your camera angle and lighting to match one of the photos. Then you can more easily judge what might be lacking. This is a great way to…
I wasn't planning to join any challenges, but the jar concept is so straightforward and nice I couldn't help it! Here is a mostly non-destructive blockout in Blender with quick shaders. There are a few edges that can only be adjusted once the modifiers are applied, and I'm going for quads to sculpt imperfections in…
Hey @Ootrick ! You're environment is coming along well man! I super dig it so far! I'm not sure if you're calling it done yet? but I think you can really push this piece some more. I think your environment could benefit from adding in a clear focal point, some contrast, and a higher range of values. I made a sheet that…
Ok, Im having an issue getting my constraints to work the way i want them to. here's the deal.... I have a character with two hands. i have a mace. what im trying to do is make it so i can switch between the hands that are holding it. I can get the constraint to work with 1 hand. but as soon as i try to make it switch to…
Hey whats up Polycount, I’m working on a portfolio piece — a stylized island environment. (inspiration, sea of thieves) I’ve been focusing on blockout, and overall playability for the past couple of days. scaled to SoT I’d love feedback on: Shot composition (do any of these even look ok) I feel like im going crazy or…
Thank you for all the feedbacks! I have attempted to resolve the problem through lighting, since it seems to be the part I have got the most feedback on. I dimmed the lights a little bit and for the end of the corridor, I have made the colour of the light colder and slightly darker to try and make the lights themselves…
Adding a little bit on what poop said: Different focal lengths not only can bring the background closer or further away, they also push the perspective of your subject. Longer focal lengths tend to flatten perspective, tending to be ortographic on the extremes. So when taking ref pics for modelling or textures, the biggest…
Hey everyone, I’ve just launched a new site – openhdri.org – where I’m sharing free HDRI environments for lighting and rendering. At the moment there are 7 HDRIs online, and I’m uploading new ones almost every day as the library grows. Each HDRI is: * Unclipped (no blown-out highlights or clipped sun) * Full 32-bit OpenEXR…
I imported the walls in Unreal Engine and created some of the assets needed for the castle ruins using the modular pieces. I think they look fine, although the real-world ruins are better preserved than my rendition. Image 1 - Castle Ruin assets assembled with the modular wall assets I created also a material for the…