create a box,- and thats how you can start seriously: - try to find more reference pictures, maybe blueprints resources are everything. - check out cgtextures.com if you dont know it already,- looks through some of the textures you could use - find similar buildings with more details like single objects,- single parts that…
[ QUOTE ] Any tips on how to add neat details? Now its on to finishing the neck and chin, then ears... [/ QUOTE ] Xaltar I think the details you're referring to (like wrinkles and ridges etc?) are what KP meant when he said you should add those either in the texture or in a sculpting program like zbrush. Unless I'm seeing…
yo, nice progress so far. that handle is gonna look like poopoo when you get a normal map from it. not because it looks bad, but because the normal map would barely catch that detail since its so small and it seems like it goes straight in very steeply. you should consider another handle design, one with more varying…
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Okay, I've been working in the racing-genre for quite some time now and right of the top of my head I would say that the design look pretty cool on paper but it looks kinda boring as it is right now. Triscount seems a lot for a racing game as well when you count in the factor that you'll drive past it really fast ^^ You'll…
Here's some feedback: If you want to use sculpting tools you have to stabilize your edges, so they don't become smoothed when you import to ZBrush. (There is an option to import without geometry smoothing, but that is more useful for texturing in ZBrush); If you want to sculpt you best get an evenly subdivided mesh with…
Rule of thumb for non-deforming low poly objects: Any vertex which does not significantly change the silhouette should be removed. You have a TON of vertices which do not significantly change the silhouette. All those beveled edges? Don't need them. Either make the bevel bigger so they -significantly- change the…
Hi Steve! We have a lot of problems with intersections/overlaps here too, have to combine the maps ourselves. Happens when we have two surfaces really close to one another, like deep in a crease of the high-res model. Especially for mechanical models where there are a lot of creases and angular extrusions. We have to…
Overall I'd say the model looks pretty solid. Texture work is pretty nice, but I think there might be a few too many scratches. The car looks like it's on display to get keyed by anyone who walks by it lol. It's good to have some scratches to give it that metal feel, but try to put them in places that would make more…
Great stuff, it looked like you were pushing too much hi frequency detail through the patterns at the top and bottom at first and you sounded like you wanted that level of detail all over so I was kind of worried how this would go. Taking a step back, leaving the moddle section as open as you have and also, a key point…