Here's the latest look of the map with the newer rocks. I made the newer rocks more boxy and a little chiseled to give the cliffs some form. I'm hoping I can wrap up the rock-adding as I don't want to overcomplicate the map with too much rocks and start on the props soon. I thought of having this area as a mine shaft. The…
Hey Jared, so I totally agree with Burton on the edges. Tight edges look badass on a high poly render but when you bake them down they tend to look strange. Softening the edges up a bit helps this read a bit more and exaggerates the form somewhat which again aids readability. As for the welding I've been thinking of…
+1 for cookedpeanut. Forcing a name with meaning and marketability just isn't the greatest idea, because it almost always sounds generic or like it's trying too hard. Cookedpeanut's easy enough to remember, I don't have anything else associated with it (aside from cooked peanuts), and it feels more natural than any of the…
You are trying to tackle too much at once. Two days is barely enough time to get to grips with Zbrush's viewport navigation. Certainly nowhere near enough time to expect a beginner to learn all the tools necessary to block out a base mesh. I think the best thing for you to do is to spend several months following modeling…
Bad advice! I always follow up. I typically have a 2 week waiting period but that's because I'm just that casual, man. "This guy seems too interested in working for us" said no hiring manager ever. As far as being confident in yourself I always assume I have the job until I get the rejection letter. I'm not saying be a…
Hey That one is really cool! I like it too. Whad I would have to say is for one thing: You shold - in my opinion - do something with the tail. The whole Steam-Rex has a very fine level of parts and details. But it ends in only one large piece at its tail. Split it up into two or three sections! Let it look more crafted…
In max I would set it up as a multi sub object, with standard materials using the crytek shaders, one in each slot you want t to use. Then assign the material id to the polys. So for sub material two use a material is of Twp, ect. Then assign the multi sub to the object and export. Once in cry engine with your object in…
i'm not an arborist myself but I wonder if maybe another texture or two with some differently rotated leaves, plus just a little more variation in the cards rotation would give more realism. Just seems like I can see a little too much of a pattern in the placement. Light coming from above with the translucent leaves looks…
I've had this problem in the past and it is usually because of the reason Mark mentioned, but it's hard to spot the gap sometimes. Try weld it all up, then split a new vert and make that the first knot, then weld up the old gap. I think sometimes Max just gets confused with the end knot position and then fails to extrude.…
I like this character a lot -- especially the color scheme and the fabric textures are really nice, IMO. I like the fur color designs as well -- super cool what you did there. But there is one thing that throws me off -- it makes the characters face kind of unappealing. Two parts : 1. the nose is way to small and could use…