I haven't ever unwrapped a high poly model, all mine are worker meshes that get baked into the low poly mesh. BUT I can think of a few things that MIGHT help you later or the next time you start. Use the MeshSmooth modifier since it will preserve the UVs. That way you can go back and unwrap and work on the low poly version…
this was good also: http://www.youtube.com/watch?v=En0A8KGMgq8 That guy (Paul Potts) isn't really a newcomer either... "A student of Ian Comboy, Paul has appeared on national and local television and radio. He has spent two summers touring Northern Italy training with one of the major opera schools, and has taken part in…
I decided to change the mood and lighting cause with evening or night it seems to have more opportunities to put some local and colorful lighting that also can help to reveal normal and spec maps :) ...a HUGE question to all possible Unreal folks How to get the masked opacity being calculated during static lighting build…
Yea. I talked to someone from conceptart tonight (Nova). She helped with making more sense. See I live in a house with 3 other people so having time to work uninterupted is minimal. that and we know to get in the zone while modeling and texturing on the computer can be a longer process than traditional media. I have to get…
Also to mention I have 3 locations specifically that will inspire the design.... The layout of various areas in Birmingham UK, The hi-tech architecture of Dubai infused with the slum conditions of India.... All of these locations I have tons of first hand reference.
Problem is related to our maya sourcing plugins from another location, that's on locked share drive. Not from the default plugin location. I've managed to make it work by mixing it with standard workflow w/o plugin... but it's not exactly convenient. I see potential in that.
It looks very cool to me. I like the initial version, it has a definite focal point, which I think worked quite well. Purely composition wise, I'd make it so that you have a focal point slightly to the right following the 'rule of thirds' or the golden mean.
Really depends on the quality of artist and location, and if it's a serious freelance artist living on his work. I would probably say that a serious freelance artist depending location and experience would take 200 - 700 usd a day go lower then that and you would have to have low expectations.
I think the guy on the right and the spiders head is the main focal point, the other people in the scene are very high in contrast and take away from the focal point. It does look like there is a lot going on (dark characters - light background) Great start to this!
Awesome. - Would you say the hands are too big in terms of mass, or is it their length/location? - Abs and forearms are definitely some of my greatest weaknesses. I'll take another look. Any suggestions for fixes? - To help me, Is there a location on the face I can take as an example? Much appreciated dude.