Character looks great, but that concrete wall looks absolutely horrendous and I would probably just remove it altogether. In the pictures you did remove it, well... the arm is no longer resting against an object, so it looks a bit confusing and out of place. You could probably leave it as it is, but I think lowering the…
Thanks for the heads up! I did prepare myself for this however, and I'm happy to - when the time comes - remove chain pieces that make them too long :) I could definitely settle for even just one loop on the bracers and two on the back! I'm hoping I don't have to remove them completely, but I'll see soon enough. Thanks!
I did use a high poly and bake but i cannot achieve the profile change with that. If you take a look at the close up of the wireframe you can see what is happening. I agree that i can remove the middle edge loop but overall i dont see what geometry to remove and keep the shape right, for an LOD that would be the first…
* Removed the letterbox; I was having trouble making it work and decided it's not really needed in the image * Moved concrete tiles closer together * Added a low intensity spotlight, aiming at the entrance way to brighten it up a bit * Removed the fireflies via 500 sample render and setting "Clamp Indirect" to 3 in Blender…
(Numbered for convenience of replying). 1. That line's there to preserve texture space, as the front of the seat texture is mirrored. 2. I'm not sure what issue you're referencing here. 3. That corner needs some work, but if I remove any polys then the cushion edge becomes noticeably sharp. 4. This shaved a couple of polys…
I found where the problem is! If I remove these nodes from the equation it works and all my problems are solved! However these nodes are only ever a problem when I'm either grabbing a 'shadow map' node from the sidebar or duplicating someone else's shader network. Note that I work in Z-Up in Maya so I've removed the flip…
I suggest placing some vertical planes around the edges and removing the mesh renderer component for a quick fix, as far as boundaries go. I also suggest removing jumping completely, as it just looks choppy and overall may reflect badly. Other than that, it looks fantastic! The lighting looks spectacular, and the style is…
Many thanks for the tips, "chrisradsby". No, the models come with the CE3. I'm still learning to use 3D Max. I'm going to remove some objects in the environment you've pointed me to also remove the visual noise and is more pleasing to the eye. Thanks again for the other tips, I'll have in mind for my other environment....!…
Got it. Thanks. A few more questions: - Is there a way to completely remove one of the bezier handles, like you can in Photoshop? - Bezier: Is there a way to make one haldle a different length to the other handle? - Bezier Corner: Is there a way to constrain one handle to move in the opposite direction of the other handle?…
Jaker: For the high poly, I mostly just removed the subdivisions from the high poly and then started removing loops and optimizing the geometry. There were also some tight springs here and there that I replaced with cylinders. Billy: Thanks for the feedback. That was definitely one of the more challenging textures to do,…