Your modelling is actually really solid on the wall, but the textures and lighting make it look super flat and boring. It needs some nice spec to make it look more metalish. I don't know if there's a normal map, but if there is it feels very weak. There's also no consistency between the different parts. Some parts feel…
Heyy, I now have a new problem >< I was able to UV my pillar by following the tutorial. This is my pillar after doing the UVs : https://prnt.sc/k6moip But if i want to copy paste this pillar in different areas in my scene, some of the UV dont stay in place... Here is what happens : https://prnt.sc/k6mp30 And here is how it…
I am focusing on the roof now since its the worst part at the moment. Trying to get light source that will make it pop out more. I will model some kind of chandelier for the middle part of it and make it quite important part of the scene. Also I am still reworking some props to get better detail and overall quality. I am…
Yes it's not a rule, but just matching aesthetics without a clear purpose seems a good way to waste time, or simply train in modeling.. yes you may get "happy accidents" but still you should have a clear idea in mind even if you start the exploration part with modeling directly (maybe you can't draw)... and the research…
Bumping this because of the latest badassery in the Waywo thread - How do you come up with all these cool mechanical parts and how do you decide to fit them all together? Are there any examples of pieces you like more than others or areas on them you feel could be improved? What are they and why? What kind of things are…
I'm pretty sure you don't want to explode your model when you are baking AO because you won't get the actual occlusion of where parts come together (you do want to explode moving parts though). Some people will also do a low res version of the AO and combine it with the high res so the edges line up with the low poly…
Hello there, Bretmcnee! :D Thank you for taking time to comment! Yeah, your crits are dead-on, I'm working hard on proportions and anatomy, and I'm getting there slowly but surely. I *do* know basic proportions to a degree of useability but the harder part is maintaining those proportions when you twist the body parts and…
The textures are getting very muddy because there's a lot of reliance on tone over color to define value. The father has parts that actually go to black for example. A lot of his shirt seems to have green as a base value and then darker greens for shadows. This is kinda exacerbated by the energetic brushing, which is also…
Watch out for that texture stretching under the roof. Especially because that is the part the player will see more. I always catch myself checking my buildings from the top down only and I will mistakenly spend too much time making the top of a building look good. Don't do what I do, be better than me :) ha ha. Take some…
There was an issue with the copy and paste (just wasnt working at the time), so it had to be typed manually on my end, indeed I missed a word though it was unintentional. This info was taken mostly from the modo forums initially. That said, what is an upgrade in the eye's of AD? The more important part of that post though…