Also the texture of his sweater isn't quite reading right. The fine weave should be much less intense compared to the vertical ridges that stick out. Also I could be wrong but shouldn't those ridges be closer together? So the indented channels are thinner than the ridges they're between? I feel like that's how sweaters…
It's looking good. Initial impressions: the concept art is stretching vertically, but the model is stretching horizontally. The bay window is too wide, and the placards are hanging further down near the doorways, which says the buildings aren't tall enough. The wood texture seems excessively swirly, which is okay but may…
great work dude ! i agree with Nuclear Angel. i think its worth to spend a bit more time to provide a better presentation. u can also put a cleaner texture and wires in ur presentations i think u can also use uv space in a bit more efficient way, rather than pack main blade of sword vertically. u can rotate it 45 degree…
Are you a level, environment or character artist... or everything? ;) Can't critic too much on the work atm. One thing make it start right on your work page, no need for the text/blog that is there right now. Try a different page layout, having a bunch of images on a vertically does not do you any favors. Having one image…
Could you show an example of how you do this in Max? The terminology between programs are different and it can get confusing. (like when Max people talk about smoothing groups, a thing that only exists in Max) Since you mention thickening ropes or straps, convert whatever selection you want to vertices, activate the move…
Nice portfolio and layout Jennifer. I think you may benefit from tightening up the vertical spacing between your header pieces in your gallery. Especially with such a small frame to scroll (or get rid of the iframe all together). Either way, it's fast and simple to navigate. Nice work as well, some very nice illustrations…
Please correct if wrong. The deformation itself is done in the vertex shader of the snow mesh. You sample the render target texture in there and then move the snow vertices down from their original position based on the colour that you sampled (the same colour that you're using to define steps on the render target). You…
Hey man this thing is looking great! I can't wait to see some wires when your ready to show em. I don't really have much to say other than some little suggestions. Maybe tone down the intensity of the graphics, like the pin-up girl and the 14s feel like they should be more faded. And then maybe some vertical streaks on the…
it is not a modifier. it is an option of "editable poly" under the main rollout menu. click on editable poly and you see menus like selection, edit vertices and so on. at the very end there should be a "subd surface" and "subd displacement" :…
I usually do it with maxscript but scaling with snaping or with a uvxform works too. select all your uv faces and execute that in the listener $.modifiers[#unwrap_uvw].ScaleSelectedXY 2 1 [0,0,0] first 2 numbers are scale factor in u(horizontal) and v (vertical) point3 number is the origin of the scale in u v w (you…