Yes don't UV more than you have to, so if you can cut the mesh in half and cut up some UVs, then mirror it back and do a final UV layout, you'll save time. Same with any array "do we agree that my lowpoly shading must be flat ? I mean, I don't have to turn on the smooth shading since this smooth effect will come from the…
https://www.udemy.com/course/3dsmax-to-maya/ I've done some other courses by that guy and he's a great teacher ^ that might be good place to start. Only specific thing i can recommend since I don't know max is to learn the marking menus and just play around with them. Make sure you understand how you can "flick" to access…
Oop! Chimney, sorry. :) Also, there you go!! The stones are way more dimensional, looking really good! The chimney also has some nice dimension in those crevices. The only thing right now that's starting to stand out to me is the wood on the door. For some reason, maybe it's the way they're painted, they almost look like…
@Monsterr Edited this heavily since I was stupid. Looks like it's baking fine to me - for the parts that have a hi-poly to grab info from. Your missing the hi-poly for the main body and the baker is trying to project some info back from it, since it's hitting nothing or hitting bits and pieces of the hi poly parts, it'll…
It just so happens I've been working on a knight lately, so I'll share the pattern I had created: http://cryrid.com/3d/zbrush/multimesh/ It's not without its initial flaws by any means, and I admit I gave up early because I wasn't even sure if a seamless result could even be achieved when using anything other than a…
I'm glad that helped Cluly, and yeah, I definitely would encourage you to play around on your own with various ideas. My changes were just the first ones I noticed, and the ones that occurred to me at the time - just meant to hint at some additional possibilities. To be straight with you, 90% of the time when I do a…
I think your topology is pretty fine, except Ellie's mouth is a bit too dense though. Other than that, your Ellie has an animation-friendly topology. ;) The edge flow on the creature is quite messy. Clean distribution, but you could eliminate a lot of those poles, and your have few unnecessarily dense areas here and there.…
So much of this hinges on whether we’re talking about texturing for a diffuse-only engine, or for PBR. For PBR all that evidence suggests that you paint in any highlights or form shading very weakly (if at all) and let the engine do its thing to generate reflections. All the cool extra detailing comes from the normal map…
pretty nice although you should focus more on the concept and break it down before you get into it. Here are some quick pointers. Pay close attention to your silhouette it's all very rigid now you can have a nice contrast in it by making the gem smoother like in the concept make the gem softer and round with a few rigids.…
Looks good overall, though your material is a little blurry in spots. I'd go with a harder edge between the yellow/red transition on the chest, and add a few more hard edges here and there to enhance the texture further. Also, keep an eye on your vert and uv count. You want to keep these numbers a close to the same…