Definatly looks way better than before... 1. You should change your background a little. There are some white reflecting parts that kinda blend with it and thus seem to vanish. 2. One light setup for different views most often doesnt work. Light reflects with the formula "Input Angle eguals Output Angle". A reflection that…
Thanks Thanez and Quack! So for the smoothing groups on the big loop, I have them all set as 1 group and have all the edges set to soften. I'm using MODO, so maybe there is something I am missing on export and it's not exporting with these settings? I did another test where I broke the big loop up into a different UV…
Or maybe you realize that instead of making art, you spend your life doing artisanal nonsense you had no creative input yourself into... Ok here is an outsider opinion (who is probably suffering just as much from "what I chose must be right" bias as the other ones commenting), but I am happy that I DIDN'T join the…
1) SOFTWARE You're on the right path basically. Outliers for software include Marvelous Designer for cloth simulation, Houdini for procedural mesh generation, etc. I personally use 3Dcoat for retopology (and handpainted texturing block-ins) Substance Painter is great for material-based texturing. We use that here at…
He's right as well. People must have noticed that by now, wonder if that chart is still up to date - I just swagged it from a hastily googled launch review. Edit: People noticed right away, lol: http://www.neogaf.com/forum/showthread.php?t=719955 Also, they're doing the $1 = E1 = £1 thing. The traditional shafting of…
Thank you for the answer! Cool idea. Preparing the scene took some time from me. I've been assigned some WIP textures. This is the screenshots: 0 cm: 1 cm: 1.5 cm 2 cm: This screens are showing the difference more expressive so now I can say more confidently 1 cm looks better for me too.
I may be mistaken but I'm pretty sure there are millions of combinations of unique attributes not actual unique models. Typically you just produce a certain number of weapons per tier, so a sword that has attributes that would be appropriate for a level 1-10 character will pick from say, 10 sword models that were made for…
It meant more before I decided to complete the scene in Unity. While building stuff in Max, I worked in inches (1 Unit = 1 Inch) and kept every vertex on an 8 grid. This prevented me from even considering modeling details less than 8 inches. It helped quide my art direction, providing a consistency for trims and overall…
This may have been brought up before but I'll ask again. Why doesn't the preview of details match up with the rendered details? If I spend time setting up details, say moss on a rock, and hit render, the moss sometimes 100% changes from the preview and sometimes disappears altogether. I would think the preview should be…
+1 +1 Being able to make animals is great, pulling off fur and and that good jazz is pretty cool stuff, and your skull sculpt is fantastic, I love the surface detail on it! But i'm also not sure how far you could get into games trying to sell yourself as an animal artist. Have a few characters, it's not like you can't turn…