the big tube things could could use more polygons in comparison with the rest - they look to edgy. looks very promising from the visual style, I like it it has the touch of 70's/80's clean scifi (with white and brown)
you've got too many straight 90° angles and too sharp edges overall. on Overwatchj everything is nicely angled, or beveled to chunky 45° with soft edges to catch highlights nicely. Check out the overwatch high poly renders on artstation.
also remember that the distance between your support edge loops and the actual edge of your model will have an impact on the bake and the smoothness of the corners, so it could be worth playing with that. if you want to play around with normals in maya, just select your object in object mode, hold shift and press and hold…
hey everybody, as "konstruct" I changed few details in the corner of the window in other to get closer from the idea sketches in this awesome concept. I used a really simple process to edit the mesh, It's not even a process, is just a mind set that I will be showing you guys right now it took me exactly 34 minutes to make…
Added a little bit more detail on the pillars and the bows above them wich hopefully don't look too edgy. I'm calling the modeling on these two parts done, except someone has something to say against that. Comments and crits are always nice to see! :)
@GravityBwlast Thank you! I'm still not dived into her outfit design, but I want to avoid too edgy- spiky siluettes, cause it more Talon's feature imo. But anyway thank you! @Benefix @TouijriHamza @doses222 @Katya_Cyan Thank you! Will try my best!
Agreed on the nips. It was the first thing I noticed when I first saw her, I'm a boob guy :) . I like LEViATHAN's glasses reference. Edgy design with that old school twist that seems to be very popular these days. Looking good overall. Keep going!
Hello, Maya has recently been a pain in my ass because of the way it handles things. So I have a few specific questions that relate to my workflow on unwrapping something, and I hope someone can help me out. Selecting an edge / face in the UV editor : Max can do this fine. When I select a face in either the viewport or the…
This is part of the reason why I wanted you to follow Millenia's videos to the T. He goes over sub div modeling and talks about support edges. To retain quads, delete all edges that are not defining the door, window, etc. Add edge loops near each vert. Merge the edge with the vert nearest. Add edges to support definition…
so yeah it did work ok, the one subd level gives slightly less chunky effect. using weighted average for the edges did nt work too well as each edge has a slightly different weight ie averaged out - have to do it by angle+ making the required lines as hard edged - you get a nice clean panel line that way Also I make a…