I agree gents the big guns got to be lurking about and the high quality of a few of the designers would ultimately kill all the upstarting/new comers and even some oldies spirit though then again It could have the opposite effect and make them try harder, even though deep within they know they aren't going to have a chance…
@Noren Thanks Noren! The entire model has been modeled with box modeling. What I did with the hand is I modeled it separately, then for the fingers I did an extrude, slowly adding details individually. The fingers were always attached to the hand. The thing that messes me up is this guy uses tris, and I know that tris are…
Are you using a real-time shader or going to render? Which version of Maya? In Max 2012 for example, if you using a real-time shader and rig your model in a specific way, you'll end up with seams when you pose, the only way to get rid of them is to Reset your XForm (I'm not sure what they call it in Maya). So yeah, maybe…
You need to get yourself into the mode of not caring about polycount. There is no reason to make a poly perfect model first time around. If you want to communicate that you know how to make shaders and textures, in the way a tech artist would, then show that. Don't try to hit all bases first go. Do the stuff you love and…
As Jacque mentioned you've got quite a few anatomical anomalies, but I think it should be salvageable without too much reworking. Forget about texture, posing, lighting and everything else until you've got that sorted. First step, get an untextured, unposed version of the model on a 50% grey backdrop and take some…
Hi I have a skinned mesh which I'm exporting from Maya in FBX format, the mesh has a single skinCluster and a blend shape deformer. When I import it has a bunch of skinClusters, I think one for each influence, but every skinCluster is a full copy, and together they deform the mesh multiple times over. Funny thing is that…
Looking pretty awesome man! Only crits right now is that his back looks really straight. He doesn't have that curvature of lower back to upper back. And he also looks like he's wearing a diaper because there's a big gap in his crotch. Any plans on rigging this dude and creating a little kickflip animation? I always wanted…
Crap, that is the one thing that I did not want to hear. I hate trying to optimize a model. In my defence, I decided to give the arms and legs a few more rings so that when it came time to rigging the character up it would be more animation friendly, well at least that is my attempt. Anyway, I will try to optimize him a…
Hey folks. I'm Arrow - been doing art of all kinds for ages, digital and traditional, and freelancing for quite a while with a focus on game art mostly in the indie world. I've been meaning to start a sketchbook thread on here for ages. Social media and Discord channels are no replacement for forums. For personal work…
Turbo Squid has a good checklist for their Checkmate Pro models: Here's the copy and pasted list (got the info from here, http://support.turbosquid.com/entries/20203606?locale=1 : 2. Standards for 3D Model Inspection 2.1 Geometry 2.1.1 No isolated vertices 2.1.2 No coincident vertices 2.1.3 No coincident/coplanar faces…