I don't have a very good suggestion but I will share kind of my initial impressions in the first 5 seconds of looking at it. Uniform, redundant. Feels like copy/paste copy/paste. Needs to lead the eye somewhere. Whats the focus? Maybe the door down there, but the cot seems to block it. Medical bay should probably be neatly…
I'm back! I started the sculpt in Mudbox and was getting really frustrated with it, so I decided it was time to learn Zbrush. It was definitely a little weird to get used to--I still hit the wrong buttons for navigation sometimes--but I really, really like it. Here's my progress so far. I've been trying to add detail and…
yes, files setup like this get annoying to work with. even if they're your own creations it will be confusing. i tend to create these stacked adjustments initially when trying to find my foothold with the color range, then merge down whatever possible. sometimes that requires creating a flattened version of the end result…
I find Maya to be easier to work with, but this is just my opinion. I wont tell you to drop Max for Maya, but it never hurts to try both and see what you find easier and or more comfortable to work in. Also more importantly, think about the studio's you would love to work for...be it Blizzard or Valve...ect, find out what…
Wow! That sand looks amazing! And thank for you all of the detail you put in, it's always nice to know what nodes do what xD I hope I'm not asking for too much, but how did you go about making your initial normal map and what's your light setup? Because that already looked better than what I had done already, also I know…
So I had just changed my PC as well but no longer had access to the old one so couldn't return the license. They were actually really responsive to me about 2-3 months ago. Got me access within about a day. I just emailed them the licensing info they emailed me when I initially bought it. Sucks to hear that though. I feel…
Well its not really the amount of side edges that is causing a problem with your initial pic. As has been said it looks like you selected all edges and hit bevel. The trick is to insert edgeloops next to the edges you want sharpened. The closer you set an aegeloop to an edge the sharper it will be. Up to a point. For ease…
@Mossum Thank you! Well I believe that a good way to start is to find some video tutorial that is similar to what you are trying to do (if you have no clue about it) and follow your steps by looking at details such as initial direction and mesh density... try to stay focused on aspects like learning and FINISH your model…
There are tons of ways people UV. It's mostly personal preference. I use headus for my initial pelting and then do the rest in maya. I don't really understand what you mean by "how the are you supposed to tell where things like shadows and small details are going to go?" I think you just get used to how to UV based off of…
renderhjs: Are you using "snapshot" (or "snapshotAsMesh"? can't remember if that's a command or not)... I noticed a while back when doing my normalize UV script, that sometimes meshes would change topology after a snapshot. It was very strange. I had a test case lying around somewhere, I'll see if I can dig it up.…