Hey Filip, Nice start, you seem to have gotten the silhouette down pretty well. It would be nice to see you hide the arms and post a profile shot to see how all the weight is being distributed. One thing standing out to me in the legs is the sartorius muscle. It's a long muscle that's that attaches to the ASIS of the…
http://www.urgaffel.com/tutorials/vptut/index.html http://docs.autodesk.com/3DSMAX/12/ENU/3ds%20Max%202010%20Tutorials/files/WSf742dab04106313373c293b3112a19e3d72-7fdc.htm http://www.scriptspot.com/3ds-max/scripts/vertex-color-tools-0 Follow the first tutorial to understand the technique. What i usually do when working…
Well if you could show us some of the stuff you've made so far maybe we can give you an idea of what to work on :) If you're interested in specifically improving your hand painted work, learning to paint will really help. I'm also trying to do this myself and I think sometimes you need to take some time away from 3D and…
Hi, have you tried editing the cage manually? You have several option to do that in the Projection modifier. If the cage is messed up beyond repair just reset it and start over. As a suggestion before starting the projection process you should reset your transformations first with the reset xform modifier. Every mesh is…
Look at the top ten grossing (not paid) in each section and copy those. Look at how many assets, what formats, etc. Current #1 has: - 9 types of stones - 1 tilable stone texture - 8 fully editable trees and bushes - 12 textures of grass - 11 ground textures - 2 particle presets (falling leaves and ember) - 2 2D mountains…
Hmm... you got a very interesting concept, and the model looks pretty cool, but your textures and presentation could use a lot of work. I think your biggest problem right now is that you have a lot of detail in some parts, but very little detail in others, and it's very confusing as to what kind of art style you're going…
I corrected the pants and some of the other assets like the jacket and belt. I'd love to put more time into them, but I'm under a class deadline. I'm now going to unwrap and export the character after one quick touch-up (easing the surface detail on some of the clothes). I plan to start texturing the model with a blend of…
Im happy you learned so much from this thread! :) Highres modeling in old school modelling apps like max maya softimage modo silo etc all require you to have knowledge of subdivisional modelling, the concepts of edges, control edges etc. No body can say they're perfect at subD modelling, but it comes with practice. You…
I didn't "spaz" since you're not doing a human, I "spazzed" because you posted that god-awful "reference" drawing with the model. What the hell was the point of that? To show how bad your current reference is? Just as an interesting side-thought - who do you think was the "first person" to model hands? Did he get some help…
I'd advise you to model the bricks separately, align them on a grid and then use Path Deform modifier to bend them into a circular shape. Kevin's thread is spot-on on that workflow. Depending on how your bricks and column look like, you might want to export the whole column into Zbrush and sculpt some more details to get…