ah yes, about maneuvering. obviously rocketry or physics isn't my expertise so forgive me if this idea seems a bit absurd. but I was thinking that those small pockets on the sides of the rockets would open and close according to the actions of the operator behind the controls. The idea I had in mind was that this thing…
For a front rim, you could probably just continue UVs. For a side end, you could either make unique tile pieces, somewhat like on your screenshot, or add resolution to the roof and deform it. Alternatively you could prepare a rim texture with empty space being black. Depending on your triangle count and how close this…
Some of the 'enlarged' pictures are the same size as the 'preview' images; the first two pictures in "Money Pit", for example. Overall, the larger images should be larger - at least 1k, if not 1280. The textures in "Money Pit" are very noisy. Removing the high-frequency detail from the diffuse and leaving it only in the…
remember that the neck is a cylinder shape. It wraps around the trapizus. I would also go back and analyze you primary and secondary shapes. Are they in proportion to one another? For example take a long look at your ears and compare them with your reference. from the front prepective are they the correct size? are they in…
It would also help to just show some basic viewport screengrabs. These AO renders hide far too much, you can't get a read on the real form of the model and how accurate the shapes are etc. Generally, you need to spend more time actually studying your references, instead of just trying to line it up in the side view. A lot…
Thanks! The only thing I'm thinking now... looking at him this morning, is I may try playing around with the scale of a couple of the weapons in the center by the big bag.... There all kinda samesy, same size, shape....silhouette... and its a little noisy. I might try and fix that up before moving on. Maybe a couple more…
This is what I do, I unwrap each part then throw it in , and arrange, this was just slapped together after countless attempts with this outcome. The problem I am having is I am using photosources for texturing, and the wood siding I had picked out, when shrinked down to look normal with this UV layout looked like complete…
Looking at the scenes and at the concept art, I'd say this has a little ways to go before completion. The biggest detriment to the scene right now is that the scale is off in comparison to the concept art. Mostly the scattered debris and the size of the bricks on the texture. The debris in your scene are much too big; the…
By all means, go ahead with the Escape challenge! This is great practice. Additionally you could use the occasional day off from the challenge to tweak your current pieces a bit with the positive side effect, that you get some distance to the work you do for the challenge and therefore get a fresh eye on it. And I agree…
Let people work for whatever they want to make. Seriously - why do you care? Do you know how many people on a site like Deviantart or whatever are willing to work for next to nothing / free in return for "exposure"? Yes, it's hurting our side of the industry (a bit) but there will always be uneducated clients and oblivious…