This is my 5th model, I'm using more and more move brush. Also standard, clay and clay tubes. https://www.dropbox.com/s/ngp38l6yx7rpbv2/clavicle.jpg I watched Scott Eaton creating forms by cross hatching with clay tubes without ever going to the lower res. It looks really artistic. Very inspiring and I hope I'll get there…
Model looks pretty nice but he seems kinda tall. Generally, people suggest that the length of the body should be around 7-7.5 heads long. Here are the general landmarks you should keep in mind 1st head- Nipple line 2nd head- Bellybutton 3rd head- Just above the pubic symphysis 4th head- above the knee and so on
Thanks you everybody for the feedback, ill be working hard to keep in mind all your guys suggestions. i decided to model out a garbage truck to help fill up some space , as u can tell im going for a 5th element kind of vibe. here is the low poly, any suggestions before i begin the high poly ? thanks in advance
Currently downloading the test client so I can get the textures working day for the final LOD0 passes. updated my model and UVs :) Now using mirroring to much greater effect, as well as retopologizing to the nth degree for a total under the 700 poly limit! I'm pretty happy with the progress so far!…
Tried out this setup ,pretty cool results thus far . The model was inspired by the scimitar assault rifle used in the game section 8 ,concept by Brian [Mac] Smith . I'm making my student portfolio so this is to see how well can i match myself wth the current gen of models .…
HIRES RENDERS Hello everyone! Here is a progress which I have today. I completely redesigned the wireframe to make it longer,puffy and curly. Made 3 layers for hair - 1st - base form, 2nd - curly, 3rd - small curls. But in next wip I want to add 4th system to make a connection of hair on the forehead more realisic. Happy…
When "baking" in Modo, it actually renders projections to selected UV map instead on screen. I think your problem is that both high and low poly meshes have same name uv map and Modo first bakes to low poly's and then to high poly's uv map. To remove confusion, i name my UVs to Texture_HP and Texture_LP. HTH, admir
Thanks I did make some parts highpoly, I originally planned to make full high poly but maya started crashing after I made 1/4th of the whole thing. I wish I had better machine. there is a really crappy unreal shot on my website. I will setup proper lighting and post better shot soon.
Na it looks good, brown gives it the original look and feel to Capt check the bust up above it the gloves are brown there to. One thing i do see is that he needs more emotion in his mouth and cheek area, right now he looks like hes going to jump of a bridge from boredom lol but other than that looks great - 46th
University of Hertfordshire We currently have two vacancies advertised within the School. Senior Lecturer Interior Architecture and Design Lecturer Film & TV The job descriptions for both posts are attached. The closing deadline is 16th June 2013. If you know anyone who might be interested in these posts, then please…