Thanks so much! I had fun working on it. I made some adjustments to the environment: -Toned down the distortion particles. I felt it was way to intense after looking at these screen shots for so long -Edited the damaged wall section to make it look more natural. The long piece sticking out before was bothering me -Other…
*blast from the past* you are welcome looks like the links are not working anymore though ^^ let see if i can fix that i think adam or eric chadwik put the tutorial jpeg on the polycount wiki. edit: nah i gotta upload it somewhere *fixed* And remember kids this is a HACK fix for when the damage is already done. Always try…
If you're interested in doing animation, you're going to have to learn proper topology, as it is very important in getting characters to animate well. Take your time and learn, learn, learn! Rushing anything at an early stage is going to do more damage than it is going to help. If you can't look at your own work and come…
Well I would immediately take the heat sink off and check to make sure no thermal paste got in anywhere it isn't suppose to, check the board for cracks/burn marks, and check to make sure none of the capacitors got broken/blown/damaged. Depending on what else you did as well check the motherboard as well for these things,…
i recently did a blockout of my scene, the idea is a post apocalyptic city, the train has derailed causing catastrophic damage to nearby buildings. in my mind the texturing will tell the story that this didnt just happen ...as they will be overgrown folliage around the city to make it feel abandoned. The story isnt yet…
Some progress that I made. Making the texturing better and also made a decent presentation in Marmoset. Things that I think that could still use some work -More detail in the wood / localisation of damage or signs of usage -Some tessellation artifacts -The back of the blade with the details are dark and not that readable…
Some solid modelling there, very nice indeed. I agree with @Kaine123, some of the textures look a little plain, perhaps a bit too clean. The character's helmet and skin is in fairly pristine condition, yet his shield and cape and quite damaged and dirty. I think the helmet in particular could do with more roughness…
It looks like you could probably get away with more optimization in places without doing any damage to the silhouette. Also don't be afraid to use triangles. But the best advice I can give you right now is to start attaching your images to the forum rather than linking offsite. Most people aren't even going to look if they…
the metal under the paint is probably heavily scratched, unless whatever the impact was that removed the paintlayer left the surface under the paint untouched. If you look at the first ref image of iron mans helmet in the hands, you notice the scratched areas are heavily damaged and not smooth and clean. Also, you may want…
Thanks for the crit! :) Wear and tear in the high poly model though? I'm used to doing the whole wear-and-tear thing when I'm making textures...unless I were to make damaged materials which would require me to model it out. If it's just scratches here and there, then that can be taken care of with a diffuse and bump.…