You need to sit down and set out what you want to do. EG: I want to Speed up my high poly creation. Just find something, and make highpolies of it. 5-6 Just make a bunch. Now you can't tell me that by the 3rd clone, you haven't gotten faster. 1 cause you know the object so well you could make it without reference, and 2.…
Beside what others already mentioned here, my thought on working slow on progress is that overcoming the 'too much thinking' behind it, I would say that's half of a battle in itself. Like you mention all the tedious work of UV/ texture bake/ retopo, that's part of the 3d process itself and you know you have to do it, so…
Thank you for the compliments :) Okay, now I'm done with this asset. I know I could spend 3 month more on it to tweak everything but I need to stop and do something new. For this last iteration I finished the screws and added last paint chips on them. I also added dirt on some exposed cervices and finally, I modified the…
I am up way later than i should have been tonight but i played some of the game, and have a few pieces of advice, if you'll hear them: 1. Its already been said, but the animations do need some work, step one is the feet aligning with the ground movement speed. 2. When the head goes down some of those drops/hills the speed…
It's good that you are taking strides to improve your character art, Joi. You clearly have more geometry than you can handle right now. You have divided it far too many times it seems. You need to pay more attention to actual contour lines of the human anatomy. None of the forms are properly flowing into eachother. Ever…
[ QUOTE ] My point for this thread was to hear about differences like that, please post it. [/ QUOTE ] Well, it was half bitching about Drawing on the Right Side of the Brain, which I consider to be fairly long-winded for what it provides. They run you through all sorts of gimmicky shit like drawing negative space, drawing…
It's a nice start for a student portfolio. Your presentation could use some work however. 1) Looking at each asset should be like one stop shopping. For example, I should be able to see the finished asset of the shield, the wireframe, and the texture flats all with the clock of one button. You're artificially expanding the…
Hi everyone! We’re a group of final-year students from the University of Hertfordshire. We’re creating a sci-fi cinematic trailer for our game SHIFT in Unreal Engine, and we’ll be documenting our process and progress in this thread with regular updates. Feedback on anything (story beats, environment art, lighting, camera…
Thanks TeriyakiStyle. Yea this is the first model I have done in a while and did start and stop which I need better consistency if I am going to get any better. Part of the reason for starting and stopping was because I got stuck on the re-typo (in retrospect I should have asked the forum for help at this point) because I…
Also on my website. Part 1 Part 2: This tutorial goes into the vertical stretch fix mentioned in Part 1, expands the shader to include a bottom hemisphere, and addresses a question I received regarding how to lower (or raise) the horizon. Reflected Sky For a sky dome that only has one hemisphere, or has the bottom reflect…