Your texture is really holding back your model. Especially the spec - don't generate your spec by just making a contrasty diffuse. Actually define the material properties.
"It was 7:51 a.m" <-- rookie mistake right there. 11am-2pm are definately the best hours. Nice to know that i used to earn 10 times as much as Joshua Bell
Well, I think the skin is a little "shinier" than in the concept. Prolly cause of the contrast in colors. Also the character in the concept is a lot.. uhm.. smoother. Not as many defined muscles.
Hello. Regardless of the methods you use to assemble things in your level, the vast majority of environment art is built around modular pieces. I feel like you're defining different "methods" that are actually the same thing. For example, splines are used in combination with block modularity for curved/organic things. Just…
I ask because your static Meshes and InstancesSMComponents in the variables look like they are arrayed? They have a different symbol then mine when I make them define the type
When I try to use the script, i have an error: # Error: line 1: NameError: file <maya console> line 1: name '__main__' is not defined #. Script is in the attachments. Who can help with this?
Working on a gloomy stagecoach for a small game: Feedback appreciated! The texturing is not done yet, I have yet to add detail and define the wagon better - but the model feels pretty much done and the basic feel of the texture is there I think.
if these panels don't deform (e.g. bend) then the topology is not very important as far as animations will be concerned. it could be polygon soup and its not going to effect animations at all. you'll care about the topology for a few reasons: does it look weird when bending during animation? is it going to be easy to…
Move on from primitives, really. This seems little more than a capsule with extrusions and glow. Definately try to get some inspiration from constructed forms. Dozer arms and such.