ok so I updated that first image with slightly better lighting. (thanks Nizza) xxxcubanxxx: thanks buddy Nizza_waaarg: Cheers bro! I agree with the spec/lighting. I only had a few minutes, but I've updated the first image with slightly better rim lighting and spec. Thanks for the suggestions mate. Gav: Thanks man :)…
I think that looks pretty great! Especially for a guy who is proficient with hardsuface stuff as well. Good job, Musashidan! But, some criticism though: - The asymmetry on eyes is just tad too noticeable. Could be less. - The mass under lower lip could be slightly more pronounced (depressor labii inferioris muscle blending…
@Xoliul - thanks dude glad you like it i totally want that blunder buster too haha. textures on the way soon. @PredatorGSR - thanks for the tips dude ill puts around with some of the edges a bit more to experiment with the best solution and poly count. and thanks for the help with the beveled edges issue. @tehrobster2 -…
General workflow, edge loop theory, and topology are basically all the same no matter what package you work in. No matter what modeling tool you use they all have the same basic tools and features, and then it comes down to learning the little details about the program. The big big thing for high poly modeling is working…
I did some further research on this but this things do not look good: 1.) If you set your Lopoli smooth before you bake and have NO hard edges set you get some nice smooth corners around your edges. (The Lopoli is set to smooth after the bake as well) http://imageshack.us/content_round.p...moothedlop.png Even though this…
I'm not sure exactly what you're talking about here but I'll take a guess. When you've got heavy gradients in your normal map you're going to get one of two things: A. stepping type artifacts, this is usually what Maya opts for B. noise, or dithering, which I think is what Max does and I prefer a bit honestly. But I think…
LOL, what Shinigami said! haha. Seriously, what the hell? How much you pay for that college? "it doesn't look good". You should tell him to elaborate and if he is incapable of doing that I don't think he's fit to be a teacher. Id say the stuff you have inside could use further reference. It doesn't look like any kind of…
[ QUOTE ] you should play with smoothing groups this will make your work pop out a lot more (and yah the latest versions of the exporter/game supports them) look at pior's bunny that's a really good reference of great smoothing groups/ut2003 stock anims and nice specular use, your model really deserves it [/ QUOTE ] Yeah,…
Hi Allan, I'm curious how a great 2d guy like you creating 3d assets! I'm pretty sure you will only face a small problem like technical problem (like the stitched zombie phenomenon lol), once you get a grip at the necessary tools in your 3d package it'll be a smooth progress for you!..then after you be great at both world,…
I really need some help with the topology of a rifle I modeled based on the Brown Bess, as well as the modeling workflow for UE4. I'm a 2D/texture artist, and so far I have been modeling mostly as a hobby. At the moment I am living in a town with very few job options and in a country with a language I do not speak, so I…