If you want to do sub-d, start with a cylinder with double the amount of sides as ridges you want. Select every second edge and scale it out. Bevel if needed. Then you just need to tweak it to get it closer to ref.
@Eric Chadwick Thanks, I should have known to look there, my mistake. Now, this might be a stupid question, but am I sending the contract or are they? Just trying to do the most amount of research before I get this rolling.
Wha? Stable? If you mean having a job that is contingent on the amount of time left on the project with no thought put into the future of the team and with shareholder interests placed above developers' efforts, then yes, by all accounts lots of studios are stable. Carry on.
I think the others have nailed most of what I was going to say. Seriously though, don't put "looking for entry-level" on your resume. It pretty much tells employers "only pay me x amount".
if you brought in the mesh from maya or max or whatever.. it should still be to scale shouldnt it? cant you make a duplicate of the ones that you need to move and just offset them on X for the specific amount of distance you need?
i don't really get the foliage. it seems to be growing in big amounts near junk parts while areas between junk have a very dry ground and don't have any traces of plants. nice progress nonetheless.
I got one of the first i7 mbps, powerful thing and it could cook an egg too :) But yeah they're underpowered in relation to their price tag, with the same amount of money you could get a beast of a machine and install hackintosh on that
I would paint some of the shadows into the texture and increase the self illumination to a reasonable amount in your modeller material so you don't get those mesh shadows created by your low poly. Looks cool though.
I feel like your models skin could get some love. Maybe a bit of definition? Really liking where you're taking this, but I feel a slight amount of toning and definition would take this a long way.
Keep up the impressive work! Looking forward to more updates! Just a quick question, are you using Material instances on all of your textured Meshes? It will help in the long run especially with the amount of meshes you are using! :smiley: