A minor point, but the rope coils shouldn't be perfectly vertical - offset them to one side by (roughly) the width of the rope and it will look like a continuous coil, rather than a series of rings. I'd also move the handle on the wheel towards the edge a bit to provide a bit more torque. The bucket is rather large…
I'm not talking about the eventual realism of zombies, I'm talking about going above and beyond the human body (which is eventually resident-evil material). Shutting down pain reception and pushing the body to its limit is realistic, totally breaking it and going beyond is physically impossible. We have plenty of real-life…
Can you post a picture of the UVs? If you're planning on switching out barrels, then you have to have a hard edge because it's two separate objects. If you have the UVs of the gun barrel laid out horizontally, but the attachment UVs are vertical, that could be an issue(though it shouldn't be in a synced workflow...) If…
If you have multiple buttons and you want them to move individually, you will need one joint per button. Select all the vertices, go to Window > General Editors > Component Editor Select the Smooth Skins tab at the top Find the appropriate joint from the columns and set all those values to 1. You can select a range almost…
Awesome assets ! good work on that :) If i have to do some crits, i'll say it's all very kind of monochromatic for the moment (even if the hues of orange and green works well together) You could also push more the composition, because with all the great assets you have there it's a bit too bad to end it like that; the…
Do not use 2 lights, it looks terrible. Now for shading. By default, the viewport is in gouraud mode, or "per vertex lighting". Lighting is calculated on vertices and linearly interpolated between them. You can't do much here to make a better shading exept adding geometry, tweak your smoothing groups... If you activate…
If an environment is fairly unique, and/or the project is in preproduction still, I usually start up two different simultaneous efforts. 1- whitebox out the environment, trying to get a good composition and confirming what is needed to fulfill game design etc. 2- make 2-3 small assets to 'final' quality, essentially…
There's no difference between personal and professional, only ONE portfolio No WIPS. Professional work is only Youtube vids tell employers nothing of what you've actually created making this section useless. IncessantRain video does not exist. Personal's out-shine pro work due to number of images, but lack breakdowns…
Sometimes I use curves. As in, select an edgeloop, extract as shape, then simplify the shape so it's very clean. Then align the vertices on the curve with snap to spline. Then, it helps to start with a very rough shape without lots of edgeloops and then later on add them only as needed. If you add too many at once it…
I received a bunch of isolated vertices warnings when I used my approach to address your issue, and I couldn't quite remember how I dealt with that pesky problem, lol. Anyhoo, here are my steps: 1) Select all hard edges (I did it via a script I use regularly) and set the Edge Crease value to 1.0 under Edge Properties and…