Hi folks, I've started a project to create an animated mechanical dinosaur, which by the end should function in Unreal Development Kit. It's mostly an art project, however. Please take a look! Any feedback or advice you guys can give me would be awesome. This is the dino I've been recreating: CURRENT UDK SHOT (scroll down…
there is a lot of improvement here for sure. a few things still stick out to me that need some work. -the obliques feel a bit thick from the front to the back. it does depend on a persons build, but with what you've sculpted he feels very lean and defined, yet the obliques feel more indicative of someone who is a tad…
Had to do these two badboys for a week long assignment for school. The Tsar Cannon had a few corners cut to meet the project deadline, but I'm happy with the way they turned out. Placed and lit in Unity. Let me know what you guys think. 4900 Tris Zbrush Sculpt: 6k tris
Alex, first off I want to say that you seem to have a great handle on fluidity and expressing forces. I can tell you are far from being a beginner because you have a very solid foundation so for a first post I think this is a great starting point. I agree with the feedback so far but my advice is more high level creative…
Your texture could be a single side of the crate and you would arrange each UV shell to use 100% of the texture. In 3dsmax you click on each face, then click "quick planar map". There are 5-6 other ways to do it but that's probably the easiest. If you're using maya there are similar functions, but I don't have it installed…
So ok... Some of you guys have read some of this on facebook but I wanted to share this with the community JUST IN CASE some of you decide to go the same route I went. I was offered a position as a contract 3d artist with Microsoft on the Kinect team working through Aquent as a contractor. I was sent all the appropriate…
You could showcase an LOD alongside the current higher polycount version. Have you checked out this kind of method? https://blendernpr.org/lets-talk-about-normals/ Seems they can get away with fairly chunky cards, since the normals are edited to be lit properly.
Here is the low poly with the normals. I am still working on cleaning up the normals. I have removed the rings because they didnt really fit the sci fi feel and added some small antenna that would be lit and used as part of the remote control of the cannon.
Hey All, I'm curious what tips and tricks any of you may have for coming to grips with a real world objects shape, form, anatomy. Here are some of things I always try to do: * Get as many images/angles as possible. * Never assume any bit of reference you can find isn't useful, you never know when it will provide some…
@noHero: Love the workaround to practicing anatomy and keeping within lines of defensive shields :D I can see what I assume to be lines for a machined type metal and the lighting is looking good (nice touch on the reflections of the figures and the correct specular lights on them too. The places I'd suggest looking at…