The lumpiness is fairly easy to fix, just by looking at the model from top view, side view, front view and tweaking the verts until you get smooth lines. Your main problem is topology. Right now your polygons don't flow well around the headlights or around the front bumper and other areas. You have the right idea around…
Hi there and welcome. Zbrush can help for the blocking out stage, but if you want to be serious about hard surface modeling you'll have to learn how to do it with proper polygons and subdivision. The examples you mention (Gears3, industrial design, sci fi props) rely much much more on regular modeling than on zbrushing.…
Eq, noob, middle-click that shit. "I can't work the internet, someone help me!" At least it's not a lightbox where you can't open anything in tabs or save the image (as that's how some lightboxes stupidly work). I love the presentation of the weapons. Nice way of showing how it might look ingame in terms of placement,…
[ QUOTE ] Its always funny hearing people that texture 500 poly models with only diffuse try to tell people the "correct" way to uv in what, 2008? Really if you guys had any experience at all texturing characters with 5-15k poly limits you'd know how absolutely absurd it is to think everything should be done by hand. Spend…
what the fuck? how come I've never heard of these types of steps before? Let me get this straight.. -Build a Low or Med poly mesh of the shape you want your character/creature to be (and evenly distribute polygons) -bring it into a sculpting program like zbrush/mudbox/silo and add the detail and finish your high poly model…
[ QUOTE ] I suppose that's not a good idea either????? [/ QUOTE ] Nope. The more you do it, the more you show you're not learning the way you should be. Your feet still look like Joan of Arc. Max users early in their education find that little button labeled "meshsmooth". From that, they believe that smoothing their models…
Ofcourse ofcourse :) It's just always interesting to compare "tech dreams" ("all clothing assets are totally made in MD !" ) with the reality of production. It's actually a pretty tricky balance to strike, as even on the most stylized projects there are always "tech enthousiasts" who will be tempted to push for new tech…
Looking at the Dual-shock collection I've got sitting next to me I would say that you're very close, but a few little things could be worked on. The tops of the analog sticks and the home button should be more rounded (more like a hill, less like a plateau) with a more uniform roughness/micro-surface. The directional…
Thank you !! @RulazM Yes I Followed some tutorials about trim sheet worflow and lighting. I wanted to make use of trim sheet in my project so I followed the videos from Polygon academy , Game Texture and a paid tutorial called "Advanced Tiling Techniques for Environmental Design" By Alex Senechal. But even with this…
@perna, thank you for your reply. Actually, you seem to be correct in the case when "Explode by Elements" is not selected. This cuts the cube into smaller cubes and applies the cutter material to the new polygons. However, this also leaves all of the new cubes as one attached mesh and the only way I can think of to detach…