These are 2 types of workflow. From what i've seen , High to Low poly is mostly used when making organic models. They first sculpt the character with anatomical details since it is faster to sculpt than block out an entire human body made of polygons. So they basically sculpt a human body made of millions of polygons (or…
I think your model is too blobby and is not properly matching the silhouette of your reference. I highly agree that you should down-res this a lot and focus on capturing the basic forms first. - The brow furrow on the reference is very distinct from the profile, creating a hard angle that you are missing completely. - The…
Hi there l3 ! Really cool work :) I agree with the concerns expressed above regarding the function of a courier - but since it's been covered already I won't add anything to the discussion. However I do have some questions regarding your modeling technique ! I absolutely love how you kept great tension in your shapes and…
I think you got a really ncie scene here going, but it does feel a bit messy, your colors are all over the place and there is little order to your placement of props. Here is a few tips: 1. Try focusing on a few strong colors you want to portray in the image, all the other colors should be secondary and be somewhat less…
For future prosperity... There is a slightly simpler way to handle it. A) In the material editor, assign a gradient/gradient ramp to the diffuse slot of a material, go into that map slot. B) Set the map channel to 2, this will cause only this map slot to use UV2. C) Apply another UVW Unwrap modifier (you can delete this…
Gamedev is correct. The main thing is that UE3 considers faces with no assigned smoothing group number to all be part of the same smoothing group. So if you made a box in MAX, selected all surfaces, and cleared its smoothing information it will display as hard-edged in MAX but completely smooth in UE3. To fix this without…
The Gasmask biker mask style piece on his face where nose and mouth are underneath, these have soft gradual curves nestled up close to tight sharp curves. These read well ingame when the specularity hits them, when you push more than 2 or 3 bumps close together, you lose them all into noise though. The slanted square with…
It looks pretty nice. I love wall design it looks ace. i', sick and tired of scifi design now, but this is something refreshing. I like how u combine circles and flat surface. Imho u could add a little more very tiny details, like flat surface and little square with cables, all electro thingy. The 3d is not so bad but it…
That background wall you referenced is actually the one I was referring to. It started out very similar to yours, with individual stones very clear and visible. As you can see in the final version, we blended them back into the mud a lot so they weren't as prominent. I think my confusion is that you are kind of straddling…
it's a good start. There are some big things you could fix. Modeling: A lot of the pieces don't mesh together. The belt looks like it is just suspended around the waist part of the jacket, rather than actually wrapping around her and holding her jacket closed. It doesn't need to be constricting her, but at least should…