thanks guys...this is simply progress, like i stated before im still in school. The reel simply demonstrates my current work with no major focus intended. I do agree with all of the comments made thus far.
been reading a bit lately about how it has DRM, which has got a few people concerned. Wonder how this might affect its use, or if it is merely intended to let people play DRM protcted files..
Not supported usually means that they won't guarantee that it all works as intended and if you happen to run into issues they're not going to investigate when you are not running on an officially blessed configuration. So it wouldn't be smart to buy such a card if SP is an application you actually rely on.
The rounded edge shading only works with edges sharper than 40 degrees. We need to look at fixing that up, but there are other visual issues with rounded edge to sort out at the same time (it wasn't really intended to be used this way when it was put in).
Sculpting is a large part of the work in making an item/set. I am wondering what parts of the process you intend to do? Are you doing concept work? It will be hard to attract someone to do this for you without showing people what you are good at.
Thanks guys, it's actually going in a door panel so doesn't need to be offset but I will keep that in mind if I would like to reuse it for floors. It's the style.. doesn't it feel a bit heavy and chunky although not intended? I tend to do that when sculpting.
Model looks solid but the main metal material looks a bit too rough, to me it reads more like cast metal than machined metal. Other than that it looks good and presentation on the first shot (pun intended) is real nice :smiley:
I was just interested about t - vertices, how they affect final model. I didn't intend to add that loop there. The original question was whether to prefer less t - vertices and much more faces or t - vertices are fine and can be used whatsoever.
I suggest you go to tf3dm.com and download some original game meshes to understand where to put tris and where not to. Quads are most important for animation because if you have the tris facing the wrong direction the model will deform differently than intended.
Thanks for highlighting the scaling issues. I hadn't noticed them before. I've started to add decals, I always struggle with them, my workflow is a bit messy with decals but I intend to add some more mould and exposed bits of wall.