For this assignment we have to create a building using modular assets that snap together. Earlier this year I made a game concept titled Spicy Jam so will be recreating one of the environments (the Subway/underground) for this project. I didn't get to make concept art so got advice to pick an existing train station to base…
well, some of the faces that you may think only have 4 sides, probably dont. take a square for example. 4 sides. yes. but, if you add a vertex in the middle of one of the sides, that side become 2 sides. the vertex breaks it into two. so now the square is 5 sides, not 4. the square still looks like it has 4 because each…
Pose wise, I'd throw in a suggestion of rotating the hips, and putting more weight on one leg. Maybe straightening the front leg and using the back leg for balance, and rotating the front foot to be on its side.
Thanks poopsterpappy. Glad you like it. I've been a bit lazy to update this thread. The latest iteration is 0.3.3.1. Anyone using older is really recommended to update as there's a major flaw (fuck up on my part) concerning normal maps prior to 0.3.3.1 Here's an extract with the change log since the last update I posted…
Hey! Thanks again for the feedback :) I went ahead and reworked the whole cockpit blockout along with the side panels. Uni stuff has slowed things down a bit, but the F15 is still hands down my favourite passion project so far!
Hey guys so i recently upgraded to substance painter 2 and really like the added features . some stuff is making my time painting a bit awkward. -The symmetry plane is visible at all time, while i do want it on i don`t want to see the symmetry plane while i paint. -The symmetry plane cant be moved, some added functionality…
Modelling on the S&W Hunter and car is good. Not too keen on anything else. Th udk scene is quite telling, the pumpkins stand out as far better than everything else. Balance is needed everywhere. The S&W gun metal could do with being lighter and having some scratches with edge dammage to match the models quality. The tudor…
In the past few months, I have been working on improving my workflow with maya modeling and I also began learning Zbrush. I know I have a lot of time to spend in order to get where I want to be, so aside from "finishing" my pieces, (nothing is ever truly finished), I would like some feedback on where I can improve. Here is…
Hello again Polycount! Project Summary: For this project I will be creating a sci fi weapon based on a concept to add to my portfolio. This project is intended to help improve my modeling, high poly modelling workflow and texturing skill. Special thanks to Blazej Kaczmarek (Blaizoid) for giving his consent to use his…
@gnoop, I am working in speedtree currently and got decent results making use of the lighting settings tab. Below screenshot is in unreal. Overall the lighting is decently soft looking, without the hard contrasting shadows. My material is albedo/opacity and SSS only. The SSS texture I bumped up brightness just a touch. In…