Thanks guys @kYo : You're totally right about the atmosphere and lighting. I'm not good into concepting(but I keep tryin' because that's a good and a fast way to see what's good and what's not) so my concept art is kind of a direction in term of colors and details more than atmospheric and lighting (which will be, I think,…
Do you have a cavity map? It will help you get some more refined edge details. I would treat what you currently have as a good base, but it needs more weathering, wear & tear and general detail. Maybe a chemical has stained part of the table. Perhaps there are little droplets of a recently made potion. Did someone get…
Have you tried out 3dCoat yet? It's possible you'll like the sculpting as much or more than zbrush. You've got voxel and surface sculpting(more like zbrush and mudbox where you're manipulating vertices), as well as live clay which acts like sculptris dynamically tessellating as you add detail. It doesn't have traditional…
Hey man, looks really cool. I feel like you went a little over board with the edge mask damage. I'd also suggest adding a (very) slight bit of light blue emissive to the blade, to give it that magical glowing look you'd expect the sword to have. Lastly, your presentation is a bit weak. Just renders of the sword vertically…
Perfect mate, learnt a lot, you managed to get those bottom rims off and done in a quarter of the time I did. The rescale elements is handy too, always wondered how to do that. As for the not needing to preserve straight edges because I'm not using a normal map, is that something you need to take into consideration if…
If you plan to work for a gaming company you'll probably need to learn/use Maya and or 3ds Max. Honestly it doesn't take very long to learn any of the modelling software - you only have so many tools to work with as a modeller and all it really comes down to is moving vertices around. It only took me a few hours to learn…
Nice improvement since the beginning! You need to work on defining your metals, they still look matte and clay-like. Most hand-painted weaponry has a top-down lighting painted into the diffuse. Think about this when adding highlights and shadows. Anything facing toward the ground will be darker than vertical surfaces, and…
What did you export it with? GOZ or standard OBJ/MA file? Does it have the same issue in another soft. or only Maya? Also, which version of Maya, and did you update to the latest patch? Also, are you sure the ZB scene is clean? Maybe a few vertices ran off and aren't connect to anything, so during export ZB is messing up?…
It has to be said, but your topology is a mess. It will work, but don't take this the wrong way - you could have done a far better job. Try and solve a problem with as few steps as possible - I can tell by the vertices on the left that you're manually moving vertexes around, when really you should be achieving these shapes…
To clarify, Ctrl + F9 will convert to vertices. In case you didn't know JamieRain, here are some useful Maya hotkeys to speed up your selection process: F8: Object Mode F9: Vertex Mode F10: Edge Mode F11: Face Mode F12: UV Mode Pressing CTRL then one of the buttons above (other than F8 ) will convert your selection to the…