I agree with north, those rivets are too small to be readable, the geometry is barely visible in that last shot. Sometimes we need to exaggerate some aspects to work well in a game or a smaller display. But to answer your question, you have enough geo for the rivets for a bend modifier (not sure what the max term for this…
I agree with @slipsius . These feel like a mountain of raw mocap. Great that you have a setup that you can do your own, but you'll want to show that you can impliment them in a variety of way. Either onto skeletons that aren't the normal proportioned characters, animate the face/fingers/accessories, heavily…
@pmiller001 Thanks! Made some edges a bit softer and surely adjusted some minor geo, also put a bend modifier on it now but its pretty slight, it reads to me as a pretty straight blade even though it's a katana. I think the hp is pretty much done but I might make some adjustments later, I'll move on to the sheath now!
@neox: I understand your point of view coming from an outsourcing studio/freelancer, but a large majority of studios, big or small, don't really care about PSDs in their internal production pipeline (Substance Painter actually makes it a lot easier for them to modify things after the fact, or art direct stuff). Then for…
I wanted to incorporate some Marv Designer and really embrace fashion pattern cutting which is why I pushed for the upper body to be covered. I'm not entirely settled on the weight of the fabric yet, and might go back and take time to modify the seams and stitching curves to get something a little more dynamic in the back…
This image is almost a year old now, so not everything is up to date by you get the idea. The desk was a yard sale find like 6 years ago. It has since been modified with that custom wooden shelving under my LCDs which allowed me to place them at the height that I wanted them to be. And here are the two sets of AmbX lights…
OHH ok! I was doing something of the opposite last night in Maya. Google tells me Max does have a Skew modifier, which you'll want to use on the X plane to try and knock it into shape. I think you'd need to first rotate the set so one set of walls lays horizontal before doing the skew to get that to 90 degrees.
Its actually quite cheap, they are particles. I used local space acceleration modifiers so they accelerate a bit to the left, and right afterwards. Since its local space you can even rotate and aim the finish location in the editor easily. A better way would be using a custom vector field, you should be able to do much…
Hey man looks really good so far. Although you probably don't need to worry about optimization, the topology of the planks could be way better. It looks like you've used pro-optimizer modifier for this, which works, but still leaves a lot of unnecessary triangles. (I did exactly the same on planks in the past :P ) That's…
First off, thanks a lot for the reply. I appreciate the feedback. I did use a basemesh, however I retopologized it and modified the proportions a bit. Should I be doing something else/more? As for stuff being secondary, I really do enjoy working on the extra stuff beside the body... that's part of the enjoyment. In other…