Help, Here's two examples of what I mean. See that visible break in checker texture going diagonally from one corner to another? And on another example two straight lines (texture) are distorted awfully within a single face boundaries.. Of course I could fix this by supporting those texture lines adding extra edges right…
its always good to model off an existing face. look up 3dsk images or something and find multiple images of a head. Front, back, side, top, ect. The more reference you have, the better off your going to be. Be sure to check out the topology thread Psky0 posted. The best example i think the ME3 guy although its a pretty…
If you do go down the modularity route, the Assassin's Creed games boast many outstanding examples of modular world building with these types of buildings. Besides that, I'd say pick a different texture for your ground plane (or at least darken the one you currently have). Right now it's pretty close to the texture you're…
A good way to judge the flow is to rig it to a skeleton, and do some simple range-of-motion rotations. This will show you where it falls apart. After a while you'll develop a visual understanding of which kind of edge flow works well, and which doesn't. Nothing teaches like experience. We have some examples here…
You really should work on your material definitions for the bike and the gun. The textures are very very noisy at the moment and do look a bit like concrete. This noisy look is especially present on the engine block of the bike, its exhaust and the entire gun. try to look at real life examples of similar things. If you…
Just look at some global illumination examples might help. for one corners of walls and thing tend to appear dark. might want to use some secondary colors simulated by bounce lighting. look at your scene and see if there could be any bounce lighting. then fake it with a light source. I don't know if max has something…
MM, even if it's wasted on him, it's not wasted on people viewing this thread. And besides, practice is always good. Your wireframe is actually a really clean example of character topology. I'm keeping it as reference, personally. I'd like to see it on the wiki, under character topology. It's a different sort of model than…
I would recommend modeling it out with actual brick meshes, if you really need the silhouette to be affected. Most of the time you don't, a good normal map does wonders. Plus you can add individual low-res brick meshes here and there to emphasize edges. Here's an older example that combines two tiled textures, plus a bit…
this post from kieran goodson really hammers the quality bar you should be aiming for, every one of the example images is a junior that got hired in 2019, thats your current competition for jobs and the bar they are hitting and one that makes it easy for employers to say yes to your work…