I like where you're going with this. The proportions of the main house, and therefore the entire scene, don't really match the feel of the concept. In the concept it looks taller and skinnier - maybe a camera angle thing too - which contributes to the whole scene being read as more vertical.
Christian Nordgren said: So your "row" is vertical I assume (from looking at the sheets) I actually found a easy way to make this work with what I've got already (and the way you use your sheets as well :hushed: ) https://youtu.be/PNGB6icPCE8
Dat floor! It looks great bugo, one thing though, the horizontal straps on the flags would likely cause some form of pinching in the cloth especially because they wouldn't be taught. Just having the vertical straps would make more sense. But man, it looks great.
Nice one! Nannou you just hit the spot! It was looking a bit weird with vertical creature on rotated pages, however I would probably not doubt its legitimacy. Anyway thing like that really make you think twice about any collaborations and so on :/
I do it thusly: Unweld an edge. Take a few selections and rotate them so they're close-ish to being in a straight line. Use the UV Flatten separately on each side, including the ends. Unwrap on the interior UVs with Horizontal/Vertical checked, whichever is appropriate.
That looks like a nice script. It places the pivot at the average of the selection though? I want to move the pivot to 1 vertex (just as Edit Working Pivot does). It's so I can select multiple vertices and scale them all from the new pivot point.
I make one hair clump usually long ,uvmap it,texture it with alpha and then start duplicating it,resizing and moving it around the head with the lattice deformer,u may have to adjust the shape by moving individual vertices around.Repeat till u have a head full of hair.
on the edge of the RIS rails is there a chamfer? or a vertical polygon between the top section and the bottom section? like below this bit : ______ /_____\ if so remove it, it will have no effect other than boosting your try count unnecessarily, have you seen racer's tutorial on making rails correctly?
So the UVs for the handle are stretched, scale them vertically or horizontally until it's square. The UV's on the top metal part are mirrored/overlapping itself. The size of the UVs could be more uniform. You probably need to relax the UVs, I'm seeing a few areas that would be fixed by that.
Thanks, those are good suggestions. Most of my other proportions are based on the side view, so it would make sense to make the vertical grip shorter. Also, I wasn't aiming for a specific polycount and agree I can increase the amount of geo in several areas.