Looks good so far! I think your textures are looking a little bit flat tho, I would suggest adding some linear gradients in there to add some visual interest. You could do a bottom up gradient on the main dispenser, as well as the handle itself, maybe play around with it and see what you can find. Stuff like this is a good…
Looking for skilled freelancers with a strong attention to detail to optimize CAD STL files of computer server sled (including internals) for enhanced use in both real-time renders and in-browser displays. Attached is an example model image for reference. Much of the model can probably used with some remeshing, and other…
Next leg anatomy exercise done. This one took a stupidly long time due to struggling mentally and having Imposter Syndrome. Required a few restarts. Not even sure how much this looks like a Bridgeman example. I feel it doesn't, but I tried.
nicely done! I guess you have been busy with these projets! :D a few tips regarding uvws: it's a good idea to keep everything that you can "vertical" on the uvws. for example, try and avoid rotating the head in the uvw space, keep it straight ( you can see thick white lines on the image below to show you some of the…
your surface is to clean ! Visit these threads : http://www.polycount.com/forum/showthread.php?t=87797 - Alot of information regarding stylized texturing. http://www.polycount.com/forum/showthread.php?t=68601 - Different examples regarding painted textures also this guys a beast when it comes to stuff like this.…
I'm just confused because as best as I can understand your description of your own workflow, soft-image has this by default. Maybe I mis-read? My second point isn't about how long it takes long to learn a new software package, my problem is it seems strange that it takes less time to produce more work in a completely new…
Historical accuracy depends a lot on the setting, but what really annoys me are things that go against the game world. For example a game world that assumes earth's physical laws and real world materials, yet uses them in ways impossible by physics ("but...but...it's magic!"). Buildings that would likely collapse on…
Try to smooth the edges of right angles and add polygons/accents to those. Good examples are close-ups in architectural renderings (raytraced, non-realtime) where if you notice, most of the hard angles are smooth. Why? They add geometry more to those areas than to flat walls. For an interactive real time example, there is…
It depends. By using intersecting meshes you can add extra details to a mesh that you couldnt otherwise afford to do (because of a low poly count for example) Sometimes it can take allot of additional polies to 'maintain' a continuous mesh, whereas by having some intersecting geometry you could acheive the same result with…
Maybe not eliminate completely, but look up more references. Usually these things cover narrower parts first. For example: between the column and the pipe/lamp. I guess, after that they would move on more open areas, but just putting a web in the open seems to take away from realism a bit. Aside from that, and the part…