Been working on the hi-poly sculpt for his sneakers. The soles and laces were a little tricky to nail, but I'm pretty happy with how it's shaping up. (Is that even allowed???) :sweat_smile: It's based off the Nike React Element 87. It comes in so many snazzy colorways too!
Great work! It's funny, I actually planned on going on a modeling/texturing spree of some of her weapon work here soon too; one of your daggers and the ram mace were on my list You definitly have the right direction and your modeling skills capture the essence of your concepts, But your textures are lacking to capture that…
I have family friends and co-workers that live in Marysville, its good place to live (not such a good place to get around), but all around its a good town. Just enough modern conveniences without all the annoying miles of strip malls. The town is filled with mostly good people, not a lot of crime. I would say the…
Hey! Cool project! I would make sure to use the right trees/tree shapes, scale and place them in a way that supports the mountain/rock shapes. Source it from reference images (share them too?). In the images I looked at, the vegetation almost looks like moss from a distance. Currently the trees introduce some noise and…
The zombies have risen. :p I see ngons as being valuable, but mostly as an intermediate step. Ultimately, models are just going to get triangulate or converted to quads if for no other reasons than to promote clean topology and avoid non-manifold geometry. Nobody wants their models or textures distorting in unpredictable…
hi everyone so i'm working on a mech, trying to give it a hard surface and all, but i have to wonder as i work on it if i'm keep the topology organize or making things tougher for me. Just I know if i want to have a hard surface to it needs to have some bevel edges to it. Here is how it looks so far for it body. Also…
hello everyone, i have been trying to minimize the topology of meshes just to test my abilities and study on the way and im having this issue almost always, there are these weird spots i get in some parts of the characters, not sure how to get rid off them, im using marmoset 4 for bake and maya for testing textures.
Hello everyone, I'm currently working on a small environmental project. The central focus will be the Bonsai Tree, as it will undergo a transformation into a Dragon and back.
Right now I'm on the Blockout phase and would appreciate feedback, particularly on the background around the Bonsai Tree: * What can I do to create a…
Whew, i thought you where already texturing. Those handle bar looking things all over look a bit thicker and closer to the mesh i'd start looking at the shapes now, you got a great base to configure this thing to match the concept closer. I really like this, had i'd seen it 1st :) . (we want to make all things more or less…
Quoted because why not have a conversation on this: Idk if this is "correct" but when i "paint on extra details" like (a square indent), i usually "generate a new AO for these very situations, this should be fine right... using the baked normal map to gen a new AO, turning off all other "edit layers". I do not see the…