Well first I have to say I'm really impressed that you'd go so far back in the interest of making the best model you can! The first design was nice but I feel what you have now feels a lot more solid, better shape language and much crisper sculpt overall. As far as suggestions go everything I can say is entirely subjective…
Am a huge Zelda fan myself. Link's by far my fav video game hero, hehe. Here's some of my thoughts; - Like the detailing of his clothes, although I don't quite enjoy the soldier-styled jacket. It seems too far off from the traditional fantasy world that he was once made for. Perhaps a more unusual cut to his original…
I remember hearing Carmack's thoughts on octree voxel stuff a year or two ago, always thought it sounded neat. The "compare" video on the UnlimitedDetail site is a lot less condescending, though the narrator remains pompous - it's very internet-y, like he's making a thread on SomethingAwful or imitating Yahtzee. I'm just…
Idk why that didn't occur to me :x There is a normal map too, but it's just for that big flat middle piece so I dunno if it's worth including, since it's super simple and all. That does sound better, on it. I'm not sure if there's an easier way to quickly change the glow map color in the 3 point shader ( I tried making it…
Also in passing (and that might be another shot in the dark, but I thought I'd mention it too because I've seen it cause confusions before) : While it seems that Xnormal generates the same output for "Object Space Normals" and "Bent Normals" maps, my understanding is that these are supposed to be two very different things…
@Robeomega Thanks for the feedback! The reason my environment is much shorter than what is shown in the reference is because my instructor and I made the decision to make it short in fear of having all the back wall detail too far away from my hero camera with the two unreal characters.Also the lighting and most of the…
There are various reasons for these kinds of problems. To help I loaded a new page with example 3ds Max files here. At the moment it only has one file to demonstrate your scene. I'll load others in the future. Tips include making sure that the transform is reset. When using skin, do not use the Rotate Origin setting in…
i love how SGU seems to be a great source of inspiration to people while it has been shut down after two seasons ^^ i agree that there were some great environments in that show, in fact i think they did a terrific job with the destiny. in any case, there's miles and miles and miles of difference in level of quality between…
Yeah you get gaps by splitting the edges, or by using hard edges and not using a cage, which is what xnormal does by default if you don't set up a cage or import one. Max does this if you enable "use offset" in the RTT settings too, you don't need to split the mesh up. But its not really a good idea, the gaps at the edge…
Alrighty, more hand painted goodness! I think there's a noticeable improvement between the two. Specifically, you seem to be getting a little more comfortable with contrast. As for C&C, I'm no expert. If I had to pick anything tho, I'd say that the space between the grains of wood (in each plank) seems a little thick and…