Could you post some wireframes? Besides the back end (which you're already aware of) I think there are just a few scratches which are oddly placed. The grooves, for example, have sustained the largest scratches while the edges seem untouched. Same around the clip area where you'd figure (well I would, but then again I…
Hi after reading your question it feels like you just want to get quick superfragilisticallyfantastic result without spending much time :D . I would advice you to do get down and dirty with unwrapping then work in CS that way you can learn alot compared to shortcuts, which by the way are for super pros who have done their…
Thanks so much for the feedback! I was not expecting anyone to be so helpful right off the bat :) Wireframes from Blender - http://imgur.com/a/IT5ci Textures - http://imgur.com/a/pqXSx As far as a challenging thing to model... how about this thing? Cauldron shrine pic from shutterstock. The Exalted tabletop RPG has me on…
Alright MMoJ :) Nice to see your kicking about around here aswell! Looking good anyway, though the trigger guard needs its smoothing groups sorted ;) Just a heads up, its easier to use a solid wireframe render than a screen dump, you don't get the overlaping and its easier to read, you can also throw a few different angles…
in the wireframe it looks like you modelled the badge, but i can't see that it makes any sort of difference on the textured model? *edit - i figured it out... a work around the mirrored texture * the texturing looks good, especially on the face, but i have to agree that its way too red. that comined with the unnaturally…
First impression is this. I can't make out your models on a background that uses the exact same colours as their diffuse texture. That's a bad, bad idea. Instead a neutral flat colour like light grey would be better. In fact you've already done that but it's linked elsewhere and should be the opening picture. It would also…
http://i810.photobucket.com/albums/zz30/ryantaylor3d/MayaScene03.jpg Your mesh isn't very efficient. Lots of edge loops and wasted triangles that aren't contributing much (read: at all) to the shape of the object. Rather than spend the triangles to smooth your bricks, you could have done a highpoly model and baked it down…
Don't let them know? I honestly don't know how any of that legal bs works. I simply try to post what everyone else will see... either in print or in the game itself. As far as what I've posted... the Berserker and Troll stuff are poses you'd see in the strategy guide. Theoden is a bit of an exception in that he chopped off…
Don't give me a cropped thumbnail. I want to see the whole thing, the point of thumbnails is so I can see the whole of all your things on one page, and click the ones I want to see closeup. I want to see the textures full-browser-width. 800 pix is a good width to use. JPEG them to level 6 or 7 in Photoshop, so they load…
Oh yeah glad to hear it's being used in some places! Then again it can be quite a twist to a pipeline, but trying it is worth it in my opinion. For me it really kills the few frustrating steps that used to annoy me in character modelling, ie, a tendency to model features bigger than they should be because of the 'busy'…