Rhinokey - is a tuff call... but i reckon it's gonna be macho man randy savage... it's the hips :poly121: Tortilla - good start... get the arms sorted- feel your elbow and add it! Then add a head. If base mesh for sculpt = make squared off topolgy - dont worry too much about it all now, get in to the scuplting app as is…
OH man, a thousand apologizes I just noticed your message. I was going to add those rust and scuffs that are in the reference image as decals. That way I could have stronger control, resolution flexibility while maintaining a lower vert count. I just noticed the blur you mentioned that might be from the camera I have…
Is the ground covered in snow or is that supposed to be ash? There's a lot of inconsistencies with the scene right now. texel density is widely different between assets. The road shoulders have very low resolution, then the road surface is very low res compared to the cement barrier and barrel. Some texture unification…
Beardsley: Thanks! Can you be more specific on likes and dislikes if possible? That would help Snader: If it takes me till 2015, I should just build them for real! :D I've recently put them in the same file recently to match their proportions to each other and the scene. Though as bad as my eyes are apparently, I can't say…
Just a fairly quick response right now - So just to be clear, I'm not a biker and I don't really know much about bikes. That said, I am looking into it a bit to help clarify areas during building. I actually like the shapes of the front light insets for now, but I'll see as I put actual lights in there what it looks like.…
Thanks @RN and @somedoggy for the technical input on that -- it makes a lot of sense. I'd prefer to use step in this case since the ramp, in my case, doesnt seem necessary, especially after looking at the shader @bitinn suggested. Great advice man! -- I sure did, and it supports all the toon-lighting I could ever want --…
Thanks for the comments guys! SaferDan- Yeah, I'm still planning on adding the mountain and all that, I really want some impressive lighting and atmospheric effects in this when it's done. Right now, the lighting is about as basic as can be, I haven't really messed around with it at all since I've been focused on just…
Quite a bit of those pieces could share the same texture, the look to be pretty much identical, just flipped or stretched? It depends on how much you plan on mixing and matching the pieces if you'll really want to unwrap them all separately and give them unique textures. Personally I think you have broken things up too…
Hello! I'm really looking forward to this. While I don't tend to enjoy sci-fi hallways, I do enjoy atmosphere and mood, and a Dead Space treatment really interests me. I think you've got a really cool start here. It's good to be thinking about lighting and mood early on, especially if you want that frightening feeling of…
This is my experience with Maya and xNormal. Maya is much slower. What you give up in speed you gain in more precise control. xNormal is lightning fast but your control options are a little limited. You also might have to tweak the generated cage in the 3D view with is cluttered and un-intuitive. You can import your own…