Added dirt, grease, wear, tear... all of that jazz. Wrapping this one up this evening. Question: the mirror part is producing some sharp lines due to the triangulation of the big flat surface. There is nothing extra special about it, the topology isn't messed up or anything...I'm thinking I might need to add in more…
So you went for one in the end? How's she treating you? :) I wonder how much faster the Ivy Bridge versions are. I'm thinking of getting into a little Unity development soonish, didn't know there was so much coding involved... at least to make a polished product. :poly117: Will start learning a little C sharp I guess...…
Also the eye expression (and eyebrows) looks different from the concept. Edit: Also the ears. You can save some polys on them, making them more blocky/ sharp like those on the concept. On concept he looks way sharper than the texture does. Cheekbones, ears, hair, eyes with eyebrows are some of the places thta don't look…
thanks everyone :) Jason: haven't really done this much either still only my second model with a highpoly to lowpoly normalmap, so don't take everything i say as it was right :P. i just do it the only way i know, put the edges closer to the other depending on how sharp i want it to look, as i like it very sharp i tend to…
@rollin - Thanks.The concept is of Michael See.Yeah I get your point.Thanks for the feedback. :) @Killswitch - thanks man. Yeah you are doing it right.Well the trick behind that is to make sure your base mesh(the one having no turbosmooth/meshsmooth on it) has a good distance between the chamfered edges if the edges are…
I meant brachioradialis, not brachialis up there, my bad. I updated it. Regarding the skulls, I was actually talking about the mesh resolution. Should have made that clearer. It's not uncommon to give some areas more resolution (both mesh and texture) if it's clear they'll be seen from a closer distance or have more…
Hey everyone! I’m starting this thread to share my progress for my term development project. I’ll be posting regular updates as I build the environment. It would be great to get your feedback, critiques, and suggestions along the way. I’ve started working on both of my development projects, but for now I’m focusing more on…
Really like what you have done. You could make some scratched and damaged looking ones. The only bit I don't like is the Daleks base. It looks a bit too sharp and angular (and maybe low poly?). Perhaps adding some rivets to it would break it up, and softer bevels on the high poly so the angles dont seem too sharp. And do…
if you plan to use static lighting you'd also need to turn up lightmaps drastically high for the objects the sunlight will hit to get sharp lighting as in your reference. If you plan ahead and unwrap the lightmap UV according which faces will the sharp light hit. you can save yourself tons of space by upsizing those faces…
This is really nice. The thing that stands out to me is that the blue paint on the rounded base plate thing screams Photoshop. It looks a bit too much like it's been painted on using a digital application, rather than being real paint that's been worn down. Maybe try first blocking the colour in as a sharp-edged…