As a modeler I suggest more views to model from. The perspective shots are limited and need more help with scale. Front , Side , 2.5 view and reference scale
That is already the UW view, that is the reason why it shows the elongated UVs that highlight the problem. The problematic verts are pins created by the quick peel. This how looks in UV view
As @Steppenwolf advised, block out in 3d from your top view based on your sketch........and then let the magic of 3d take you to the left/front view...... :)
i don't know if this has been brought up. when viewing in IE, the banner is centred, but when viewing in firefox, it's left aligned. other than that, it's schweet.
From that point of view, the arms look a bit long. Meaning the lower bit. Perhaps it's the view plus their bend, but also the fingers look too short. :S
Good Day Everyone! I just joined polycount last week but still wanted to participate in this challenge. I decided to go with the wind turbine by Shen Lam. It has a lot of challenging shapes! I still have the plants to model out. I started learning blender last month but I am originally a Maya, Substance Painter, and Zbrush…
Hello everyone, this is Day 75 of my 360 days art challenge. One of the things I realized today was how important it is to have more than one reference image when modeling. As you can see in the image below, these models all fit the reference image in the front view, but they look very different when you check them in…
Why are you trying to render a realtime mesh with mentalRay? You should try to view it in DX view or a game engine. The flipped green channel is a mentalRay shader problem i think. At least in 3dsMax.
Yeah finally, my page views reached 10,000 !!! Thanks to everyone! My fellow friends, my watchers and all the visitors !!! Thank you so much for bring me to 10k page views