I think im pretty much wrapped up on this piece. I might go back and tweak some shaders and textures on this one but the changes will be marginal. Ayways here is a final shot and a vid ...it's meant to be moving so definately watch the vid :) Sound FX were created by Chris Groegler. The links may be similar to earlier post…
Eric made some great points, a couple other things is that the door handles are non-existent as it looks right now. The grime looks as though it's just a constant pass throughout the whole vehicle, whereas in actuality it would build up from the bottom. The buildup on the windshield is very defined, I think there should be…
When you model the high, are you using your smoothing groups to define your flat sides or are you using support edges? I always recommend support edges as you have much more control of the look of your model. With that said, your edges are WAY to sharp for a game model. We have to compensate for resolution issues when we…
Thanks for the reply wombat, I know what you mean about the water being too big, i currently just put it there as a quick placeholder to get an idea. and definately agree about the sun. Here is an update of the scene at the moment as i changed it around a bit before I saw your reply. Im thinking of putting a bridge that…
10K is going to be hard at this level of detail. Its going to take a lot of work! As for the AO, Vray solutions are just a lot better. Also Vray has a spacific dirt shader that is a lot more flexable then the standard AO shader. It allows me to define a shape for the AO, so I put a noise map into the dirt, and it gives the…
I'd highly suggest trying to use some of Riven's silhouette in this design. Right now, it just looks like you're making a model of Red and in the contest rules it states to use your own design. Try changing up the outfit a bit and adding elements that define Riven (such as her large shoulder pad, large gauntlet, and the…
Surely modo has a way of locking the normals. Then you export your fbx with explicit normals from modo. Import into Maya and the normals should be as you set them in Modo. You can confirm this after importing into maya by selecting your mesh and turning on display>polygons>vertex normals in maya. If they are yellow, they…
Great start. The render looks...blurry? or like it's being softened a lot in the post-processing, which can be fine, but in this case I think it's too much and takes away from the realism of the scene. The rocks look a little soft and formless - some more solid, defined shapes to them would help a lot. Overall I think it's…
i don't see it as a problem. yes, it is not most sharply defined mesh ever created, but it still looks cool. so if it is still bothering you then perhaps you could turn problem into feature :) and make it part of the design. what i mean, it could be old, beaten, half scrap vehicle where panels are loose and so on. it is…
HAHAHAHHAA. I laughed so hard after reading that because of that face at the end. hehehe. I will next time. I'll be all "You see you open this program autodesk three dee studio max, and start manipulating polygons and vertices to achieve your desired shape and design relative to balbalb. Add some more polygons to define…