The technical aspect of the modelling was covered well by snader, to add to that i'd say your house looks wider than the one in the concept, and not quite as tall. The concept is also very loose and whimsical, wheras your model is much more rigid and square. There's a lot of curved lines and an overall tapered look in the…
I tend to have the same questions and issues as you do Vavavoom =) I'm sure it's fine with the hair clipping with the head itself as long as you can't see the head poking out of the hair then it should be fine good luck with your first character and hope you succeed in finishing it. Also about the eyes maybe for later on…
I think it's good to state what you're intended range is for tri count purposes as well as max texture size. I think textures and materials are a bit different though. Mid range stuff could still use emissive, SSS, etc as well as full material support (through UDK or marmoset , etc) Yuze, I agree with you on some points…
Hey, so this is where HDR tonemapping and a good understanding of photographic exposure comes into play. The reason that the original image looks that way is not due to it actually being too bright or washed out, it's due to how cameras capture and interpret the light that hits them compared to how the human eye does. Take…
Alright man, the website design is not good for a portfolio, I'm sorry to say. Basically, you don't ever want a demo real on your main page. At best give an option to download it somewhere else, but really high res images are where it's at for portfolio's. They can tell you much more than video, and load many times faster.…
I would go as far as to say you "should" use PBR to make photo-real materials, up until the point where the utilization or creation of a physically accurate material becomes so tasking to the renderer or production creation time that settling for ad-hoc (or in other words, faked) shading techniques are more reasonable and…
Thanks. I was thinking that about the LODs as well. The major difference between the LOD_0 and 1 is that balls on the end are round in the LOD_0. I figured, if there is a problem with the total polygons, I'd use LOD_1 instead. That's also a major reason I don't have jingle bells instead of balls. They take more polygons to…
Oh yea... Until I started working on an example, I had completely forgotten how poorly max handles non-square materials. That's what I get for animating most of the time ha... oh well. Even if you set the UV editor to 512x256 things like relax, unfold, flatten map, all behave like the 0-1 space is square and stretches the…
Time to revive this thread. Thanks for your help guys, the responses really helped. :) Anyhow, got a few more questions been meaning to ask once I got back online sense I'm only on the net for a short period once every few weeks these days. 8. If I use a list selection command to store a bunch of edges/verts/etc. in a…
Ok I cant let this pass. Maybe Im missing something. But I see some people going on about egos of new hires. Yet I sense a ego also from some of the vetrans. I mean seeing ego is very subjective to each person. Dont you think both sides are letting their mistrust of others and their unrecognition of their own egos keeping…