I don't like the trend in these huge budget, action adventure, made-for-PG types where the directors are practically looking for excuses to add CGI/action into the mix. indy 4, transformers, van helsing, The Mummy movies...Pearl Harbor I just don't get much out of it
Little something i began working on. I'm still very very noobish in hard-surface high polys, so, I need to practice!:) Here's the first try, decided to make the pulse rife from aliens. HighP still not finished, but I'm posting the WIP here anyways.
Per128. The U-shape contains a different smoothing group. Material ID's correspond with the type of mapping and Smoothing groups. Thats Good intel thank you., I haven't put it into practice yet , cuz i have other priorities at this moment. But I trust your expertise on this one.
While you certainly can rotate it, it's better to try laying things out in an easy to paint way. You can check out any number of peoples portfolios by following the links in their sigs or profiles. It's a good practice to arrange as many things "right side up" as you can.
I thought it was ok. No idea why they diverged from the book so much. The book is such a nice tight, well thought out story, that is practically already a perfect screenplay with an intriguing ending. I guess my favorite part would be the abondoned NYC sets. The rest was a mishmash of meh..
Low poly well I made by following along with Grant Abbitt's tutorial. I made the bucket and the rope attached to it myself. I feel like the rope could have been better, but I didn't want to waste time on something that's just for practice and getting to know the program better.
A little late, but thanks you both for your answers. \o/ If anyone end up here looking for the same explanation I was looking for : https://www.marmoset.co/toolbag/learn/pbr-theory http://www.marmoset.co/toolbag/learn/pbr-practice Those two articles helped me a lot, too.
It's time to practice on another character bust! So, for my 4th portfolio piece, I've decided to inject a bit of style and saturated color. I'll be doing a variation of a night elf from the World of Warcraft universe. Will be posting my work-in-progress shots below as I make headway on her.
Some high poly to low poly fiddling. There's some shape issues and seam issues I hope to improve on in the future. Fully sculpted in Zbrush out of a sphere (might be part of the reason why it's kindof iffy in general shape imo) re-topologized in max... also need more practice on that.
You've got some nice stuff here, but like mathes said it's a little hard to see your work against a black background. Your mesh emitters should shrink a short while after they've come to a stop, its a common practice in games so that they don't just disappear.