I interrupted my vacation to check out this chunk of shit?! daaaamn. Kidding! nice work man, some cutouts of mountains or lowpoly geo to help fill the horizon would be nice, as well as more clutter on the ground like small rocks and more variation in the grass size to be more organic. some type of flower scattered in…
I need to make it good for sculpting.. So on the ref you can see there is this sort of flap on the top of the coat and seams at the shoulders. How do I do that in a way that it is perfect for sculpting? I faced the same problem with the lapel, and ended up making it a separate object from the coat. In the left pic I…
Currently less time for personal projects, but happy to have freelance work. Going to move to another region of Germany in the next two month, have to clear my flat and fix it up. Continued some with the roundtable room. Added in an old knight model. Updated the web build hosted on itch. Some screenshots: I decided to get…
sry for the situation, appreciate the shared experience all around, only thing i could add is: find out what else you can do with it.? Ideas: hacked or modded boot time "bios's", out there floating in the more user experienced sites? or messaging "youtubers", whom dabble in modding scenarios. All the best with it @ least…
You still need to push those hard edges and give them more depth-- especially around the mask area. As far as your low poly, I see a lot of geo (especially around the chest and pockets-- all of the pockets) that seem completely unnecessary. Perhaps they're there for shape to coincide with the normals and armor, but there…
Good advice. Just to illustrate and briefly add to what's already been recommended: simple elastic and fabric components can generally be created with some basic subdivision modeling. Keeping things relatively simple and letting the subdivision smoothing do most of the work is what makes this process more efficient. Using…
There is a font of wisdom in here. Seriously, I'm grateful for all of the amazing feedback. Alemja, I appreciate the honest review and some concrete critique. Most people I share my work with are either colleagues who just say "wow, nice job!" or friends / family who have no reference for "good" 3D art and they're just…
Use case for triangles or indeed ngons, is when a given surface would generally be flat (planar) particularly applicable for mechanical hard surface objects - shape and their mesh boundary, has either a bevel or chamfer applied before enabling a subdivision/turbosmooth operation because it may not always be an option to…
it's pretty standard still to have a limit on how far outside 0:1 you can get away with. usually 16 units in either direction sometimes its a hard engine restriction - others you just get crap results due to floating point error,
Here is a bit of code in C# for a quasi Active Reload in Unity3D. Put this on an object in the scene and run. Can be used for anything that requires timing, use your imagination ;) . More code for stuff on the way. using UnityEngine;using System.Collections;//There are many ways to skin a cat, this is my way. Hopefully it…