Hello Polycount! This is a gun model I started a few months ago and then left because I had no time for personal projects. My goal for this piece is to improve my hard surface and texturing skills. After a few months i have started working on it again. After continuing this project after a long break I noticed some…
Put a bit more work into getting the general tone going in the piece. I still need to play with the lighting pretty heavily and continue to tweak the clouds so they fit into the scene more, but I'll come back to that later once I've got the buildings fleshed out a bit more otherwise I feel I'll have to redo a lot of it…
Consistency! In my opinion, is a benchmark you're well aware of. So continue to strive for a sought after fidelity, at which point people will eventuality associate the name with the art, hence worth their while following. Plus not forgetting those eyeballs that count, too. "Build it and they will come" (...oof damn my…
I would say this might be an issue, regarding the bevel. When you have two different parts intersecting/meeting in real life, there is no bevel, which is why I would avoid a continuous mesh for parts which are different materials or parts. If you made it for printing though, I guess my point doesn't have a leg to stand on!
UPDATE! I have been chugging away at the zbrush sculpt and I think I am close if not done with it. If anyone has some suggestions please continue to let me know before I start moving onto Retopo and texturing! Regardless thank you everyone for all the feedback, this is coming together really nicely I think :)
Update. Yeah, I removed the for loop and the shader continues to go red, the code without the loop works outside the light loop. I really think that the problem is me sampling the shadow map inside the code. Is there a way for me to put that "is shadow map" toggle inside my code, pass or do whatever it passes/do? Thanks…
Your continuous effort to create this character is admirable. Keep going despite the lack of replies. I would tend to lean with the facial hair version, reads a lot better, keep exploring with that idea. The cheeks are your male character a very rough, very blobby. Refine this structure more by studying facial anatomy…
im not sure if it's completely right but I think I got the shell right now. It was just that UV thing being a brick wall for me for some reason. I'll continue trying to finish it then I think I did something wrong with the last Turbosmooth though, the edges went quite round nvm increased turbosmooth iterations to 2
Continue to learn how to draw them environments. (Paint tool Sai - no ref) sorry for 2d stuff only, guys but my PC's Windows is bitching, so i can only work with my old poor laptop, whitch i dont think is able to work with 3d. Anyway i will try it now. May beee may beeee
True. But, without knowing where the market is going, or having enough faith in your current situation to own said home for 4+ years... it would be a foolish move. Trust me. :) Especially if you DID have to sell the house before you expected to. The current horrible housing market can, and most likely will, continue for…