I think these pieces are good enough to stay. Note I only took half the furniture. The top 2 sets are very very simple. The only really likeable items are the beds and couches. Sorry to be so harsh. All your renders seem to be 3dMax scanline renders, with a very bland light setup, if any light setup at all. The latest 2…
Thanks for the crits folks. [ QUOTE ] Nice one. The mortar in the chimneys seems far too bright and the long, flat chimney isn't like any I've ever seen before but aside from those minor crits, its a really nice piece of work. [/ QUOTE ] Jackablade - Yes the mortar is quite bright, it may be my lighting that causes this. I…
Yeah if you are just starting out it can seem impossible. It's like asking how long a piece of string is. There are lots of ways to model what you need and it depends on what you intend to use the model for. A combination of ZBrush and Marvelous Designer is popular at the moment. Here is a screen cap I made years ago…
Yeah. Blender did a step back for sure. I have no idea why they started to change UI while the old one was perfectly ok. Now they did same 3dMax always do, hiding an important things well beneath useless UI decoration. But the other novelties overweight it . As of Maya , I actually didn't touch it much for years already so…
I have just checked it in the build I downloaded a week ago. It does do face weighted normals with its new super cool "weighted normals" modifier. I wish I'd have such one in 3dMax. But weird thing is even if I apply this modifier to geometry, even if I export to fbx and bring it back, still Cycles bakes the normal map as…
Well here are some up dates- I have taken my character and decimated him down from 3.9 million polys to 31,000 polys in Zbrush. I Then exported him into 3d max and started using the freefrom tools to fix some of the bad topology in the boots i made for him. I am now uv mapping him in max and will be working on the textures…
Unfortunately I'm only working with 3dMax, so not sure about how to do it in Maya. In Max I would simply merge the verts from the flat plane to the edge verts (try to keep quads/triangle polys). But first I would tackel the hole (& center cylinder): I would detach the inner hole faces to a new object and then use the "edge…
Hey guys, It's been a while since I did any personal projects. I've decided to create a big scene which refers to many anime styles. With main focus on the scene being spaceships from Cowboy Bebop series. And the rest of environments based on many cool concepts I found online. The main style I'm going for is inspired by…
Hi there, I just finished my digital art study at the Games Academy Frankfurt and currently looking for work. My focus lays on Hard Surface Props & Weapons as well as Environments. Due to the nature of my study I was also able to gain some basic knowledge in other areas of expertise like Animation, Rigging, Sculpting,…
Hi there i made a script for automaticly assign a texture size based on the texel per unit settings. this is used for a lowpolymesh to bake with a highpoly. since the bake functions in max are a little limited, i implemented a port to xnormal as well. works pretty fine but there is a huge problem. to get the lowpoly mesh…