I've been off my game for months and haven't drawn or modeled anything. Got myself a new tablet and started doodling this eve. First step in hopefully a big staircase of getting where I need to be. Nothing special, but it felt good to draw again.
`hey there.is there a way to unite all splitted normals with one step?atm i select each normal, copy value -> paste value aso. isn't there a more handy way? thanks again, glad there's a community like this...
I got a bit overenthusiastic at 1am last night, churned out this. Very rough, still messing with colour placement etc, next step to give it some more atmospheric perspective etc :P Any advice/critique is most welcome!
Hello, thank you for the link, very interesting things and exactly what I was looking for. There are some step here I never heard about before so really nice checklist. Worraps
Once you've created the free floating verts you can go into the face subobject level and enable 'create' there to create faces from them, or use the ribbons 'Step Build' modeling tool.
the detail sculpt seems non uniform, streched and blurred in some points, I suggest you use the dinamesh after the first steps to standardize the size of the polygons, and have the same level of detail
Thanks, do note that the lighting and camera is far from final :-) I've spent a total of 5 minutes on them. As soon as all the modelleing is done, lighting and camera is my next step and then shading.
Your first step should be throwing up some images with a neutral (50% grey) background. Models are hard to read on black the best of times, and that cloak is disappearing entirely into your background colour.
To clarify this: You bake out your maps after the UV Mapping step. For a more detailed explanation look into your Thread in the Technical Section. http://www.polycount.com/forum/showthread.php?t=73619