Do you really need me to answer that. Are you going to go on about how violent jumping on a mushrooms head is? And yet... everybody else seems to disagree with you. Apparently this is 100% down the parents. So, the sale is the parents fault, but the fact that the kid actually plays it isnt? :poly142: This chick was a…
You've gone off course a bit and strayed from the reference. The base mesh was pretty lumpy and you didn't take the time in the beginning to really push the anatomy where it needed to be before you sub-divided and rushed to the tiny details. Because of this it lacks weight and definition. The last image is a HUGE red flag.…
A couple things for you to consider, -I think you're rushing the concept phase. I would pull back, focus on one of these weapons and take more time to plan out your shapes as well as the functionality of the sword. -Proportionally #2 and #3 are looking too short and stocky to me, almost coming off as daggers rather than…
a) I of course know I am not an admin, nor am I telling people what is right or wrong to post. But in this particular case it was blatantly obvious that this was mearly a joking thread/post. The "David has a vacume you can see in his webcam" clearly falls under the type of posts such as "I ate cookies today". Its clear it…
Most of the time you should rebake, especially if you're mesh will be deforming. There are some errors that look ok when the model is in a static pose but as soon as it twists or deforms the errors show up. When you bake normal maps it looks at the low poly and looks at the high poly and whatever is different, is captured…
Ive aslo been using Max for a while now, came from Maya and started trying out Modo since Ive heard its a modelling beast, but.... I dont like the destructive way it works, just like Maya (bring back the modifier stack :disappointed: ) Item groups (still trying to wrap my head around that) Sometimes need to use 2 tools…
Thanks errbody! I started writing this blog at the top of the year to try to put myself out into the community a bit and I'm really excited by your comments. @leleuxart - That's a good question and it really depends. Ideally, the lighting team should stake their claim early in the project so budgets are noted and accounted…
Pinning UV's doesn't make your unwraps better, it simply makes unwrapping faster. Quality comes mostly from experience. Use a tool for long enough and quality and speed start blending together. Pinning doesn't have to occur at a border edge, but if you have squared off a UV shell and want it to remain squared, then you…
Hey Ryan! I remember you from Ai! You should come by and attend one of Nick's classes. He's always making new workflows for Zbrush that seem to be helping out a bunch of people. He always has something to teach. Reverenddevil pretty much hit all the important points that needed to be addressed. To go from what he said, I…
Thanks a lot for the encouragement guys! Rocket Brian: yea I tend to over do the neck muscle in my sculpts all the time, thanks for bringing that up, definitely something I needed to fix. Here is an update, I apologize for no polypaint yet. I spent a shit load of time really re-working the sculpt again. The problem I ran…