About joints, usually you'll want them to have at least 3 edge loops so when it bends the middle loop preserves some of the silhouette of the joint. Otherwise you'll have to go out of your way to keep them from squishing with the chance of it looking like crap anyway, even if you happen to create a corrective shape key…
I agree that the vignette is distracting. The materials overall seem much to similar in color and tone (might partly be the lighting), only exception are the bricks and the most saturated part seems to be that one rightmost wall panel. I agree the scale of things and details seems off in many places. Compare the size of…
@dzibarik The floral relief pattern is the only photo-derived part of the gun. I dropped into the Royal Armouries while visiting Leeds a few months ago, and seized the opportunity to get some nice photo-reference. I began by extracting a single diamond shape (containing a subset of flowers) from the photograph and used…
Still sort of working out a style, but could not resist attempting a test model tonight. The UVs are probably the most wasteful in the history of low-poly modeling, so I think that is an area I will have to focus on... improving? Putting more thought into, at least. Tests, tests. Looking at it now, might've just merged…
ive found mayas duplicate special and subdiv proxy to be somewhat annoying/limited to deal with. for one example, whenever use the sculpt geometry tool extensively with half of my mesh instanced, i usually have to re-attach the center verticies whenever i sculpt near the center which is an annoying part. (so far the only…
Hello, thanks for providing further feedback. Your help has been super valuable throughout this project, much appreciated! Thanks for pointing out the highlight. It seems like I forgot to adjust the bloom levels for the shot.. Also, I totally agree that there's more that I could do to make the building less barren. I'm…
So I imported these low res swords from Max 2012 by using the FBX import (due to .max files freezing). I get these weird artifacts from the mesh. These have no normal maps on them. They're just the low res model themselves. I've tried to check the following: -Flip the triangles (same result but in the opposite direction)…
I have this floor material, and the intention is for it to tile horizontally, but not vertically. The edge (the long rectangles at the top) is the end of the floor, but the AO generated from this edge tiles and continues on the bottom of the texture (you can see it has a darker gradient at the bottom). How can I solve…
For my project, I am building a set of modular pipe pieces with different diameters. Currently all of the UVs are square-mapped from the 0-1 range so the pieces are perfectly tileable; however, depending on the thickness of the pipe, its UVs may be stretched too thin or too far on the V axis. I could scale the UV shell…
Yes, i play the devils advocate here, to some degree. Sorry ^^ ... obvious unethical nature of a training model ... It is in the same way ethical and legal than a robot replacing a worker in a factory. In the end the ethic question doesn't even matter. It is about if it is legal. And about if you are still be able to…