This was the full body image. Followed by a quick breakdown of some of the work I put into this piece. My process followed more of an illustrative approach because the contest window was only a couple of weeks. No where near enough time for me to make a rig-able mesh. For this reason, the character sculpt was rendered in…
On porous stuff/surface quality : one thing to keep in mind is that 3d prints always require some sort of post processing. Highest quality stuff only requires a light priming (check out Tamiyas fine surface primer spray cans), medium quality prints ask for serious wetsanding and priming, and lowest quality stuff requires…
sacboi's advise is really, really important and you will see that if you stick to it you can pretty much model everything in just 3ds max. This is how I would do it in Maya. Im pretty sure you can do the exact same things in 3ds max though: Get a cubed, non polarized sphere and use ffd on it to nail the primary round…
Considering you have an unlimited poly count, you're working on what's called a "high poly." You generally won't need to apply normal maps unless you're making a game-resolution model, or for some reason you're trying to render out super-fine detail. For general modelling however you should take advantage of the smooth…
@Amsterdam Hilton Hotel Just curious, since you're one of the true professional hard surface artists here, are these vertices usually for controlling the shading of low poly? Even though they are on a flat surface and has no influence to the silhouette of the high poly. Just to avoid awkward topology with long and thin…
firstly i'd say that the round bits in the corner of the panel look too big - looking at the tutorial i think they supposed to be fixings and you wouldnt get fixings that big imo. I'd guess they were made of metal too but you have them completely flat in your specular map. talking of your spec map theres a lot of colour in…
@Stradigos you specifically asked about the displacement/film workflow. and you seem to have the patients to sculpt some nice detail. so i assume you have the patients to do the rest of the work correctly in the highres workflow for your portfolio. what i outlined is what people would expect to see in a portfolio for film.…
Hm, where to begin... First, please do not put your work renders against white backgrounds, it makes it a pain on the eyes when critting texture work. Try a darker background. You really need to work on your lighting. Among other things, there are blue light reflections on the floor/desks in the school scene, but no actual…
if you analyize your turntable up top, you will notice, that the tris are not random. they occur when larger / simpler surfaces need to be denser in order to have a smoother silhouette. there are areas where normalmaps easily can do the job and others where you need the geometry to build a denser surface. the tris here are…
Baking, by definition, is from a high to a low ;) you create the detail using modeling methods like sub-d and just 'float' them off the surface of the high poly. The projection rays will capture that detail as it casts the rays perpendicular to the surface normals. But what I'm saying is if the software you're using is a…