First of all, I think your work is great!!! One question about the windows: in the geometry view they look like closed with Xs, but in the map views they look like they are textures. (I am talking about the X-form fence like window, do you know what I mean?)
The previewer is weird. You need to give your import a new name and recompile each time if you change something. You can upload new stuff and compile but it only works properly in the model view (not the other views) until you compile with new name.
Here's an update, animation is always in linear. I tried to apply the advices that you told me. I made the three views that are asked at the end of the contest but : I really don't like the front view, any ideas to improve that ? Any comments or advices are welcome, again ;)
I think I see what threw you off for the skull. Skull 5 is a drawing, and it looks like they made a few mistakes on it. I would recommend trying to find multiple views of the same skull. That way you get consistency across all views
When you are learning use reference. Compare this to a photo and see where your mistakes are. They will be obvious. :) ALWAYS USE REFERENCE! Also use less triangles. Not from a performance point of view, but from a silohette point of view. It is easier to make changes to a mesh with lower tri's.
Here is a link to the PDF for easier viewing and a cleaner look! http://images.purepolygons.com/tutorials/fg_snow/purepolygons-forest_snow_scene_breakdown.pdf Please feel free to share :) For those if you interested in viewing the PDF here, I will post it in jpg form. Enjoy everyone! I hope it helps - Jacob
I think you'd have a lot of benefit of adjusting the camera/viewing angle. The concept has quite the fisheye look which is missing in your renders. Increasing the viewing angle should make it feel a lot more like the concept, and make it easier to get it 'right'.
edit - (Second attempt at modeling a complete character) I'm pretty new to 3d modeling, so i though it would be a good exercise to try and model a high poly character from start to finish. Here's what I have so far. I would really appreciate feedback. :poly121: initial concept: view 01 : view 2 : thanks in advance!
I seen screenshots of peoples color maps from WM in the 3d view which I cannot figure out how to do, which makes it 100 times slower when trying to figure out a good color map No matter what ive tried, I cannot get it to preview the colors on the 3d view, any help would be great.
When I extrude a selection of edges along a curve the edges will twist in various ways along the curve. Here is the problem that I am talking about: Is there any way for me to control that twist or at a minimum have it aligned with one of the view planes i.e flat in the side/front view? Thank you in advance for any help…