I think you could be working on features in isolation, rather than holistically. And this makes things much more difficult. Similar to trying to sculpt in high-res without refining low, and increasing gradually. I would suggest starting with a low mesh, and complete all the loops, before adding complexity.
surprised you can't get any good replies, the work is really nice. suppose it's to do with all those layoffs of lateI personally think that your work is more then good enough for a position in the industry, just keep on applyingmetro station is my favourite
A non destructive boolean & modifier technique is certainly well proven for rapid iterative hard surface workflows so yeah what I'd personally recommend. To better illustrate my point, here's a walkthrough authored by Frank Polygon alongside an all quad Subdivision and Mixed topology method also moar good stuff can be…
Hi, i took a look for the same type of art you are attempting and since the post is years old i figured you could benefit from what it presents:art-station reference img look at the angularity of all the pieces and how it was made. Mimic this method and you'll be spot on with your goal. (i think)For texturing i'd try =…
Does anyone know how to automate texture importing and material creation ?, like is there a script for it, wish I knew some coding. For example the objects in the scene are named like: Jeep_Engine Jeep_Tires Auto material script creates for all objects (Mat-"object's name"): Mat-Jeep_Engine Mat-Jeep_Tires And substance…
It could be as simple as "We have a cool concept, so choose a scan model from our database to start from, and modify it to match the concept"-- for all anyone knows. I don't see why attractiveness on its own would even be a consideration; the vibe is the thing. Unless it's just meant to be a sexy hot character, which as…
As i said: none of them contains those old SDF nodes. They have new one SDF which are complitely different thing. FTP with old builds no longer contains any alpha versions at all.
How can i create chan from yandere simulator? And how can i model humans at all? I remember someone send me tutorial but i lost it. It was a picture tutorial, step by step. Help me please.
Here is a short explanation on what I need it all to do: Let us start with the Light blue drawings: This area, is suposed to hold the ligament (Orange parts) in place, so if I move the femur bone (theigh bone) it - as seen with the dark and lights green drawings stays in place where the light bue lines are, but the rest…