honestly, your the only one that can name your company. secondly, dont overthink it, pick something you like. its more important that you like the name, that it sounds good and is easy to pronounce then that it "makes sense". the only "rule" I think is worth following is the 2 to 3 syllables rule. basically anything thats…
I meant the ones on the right on your texture sheet, you just drew in circles over the surface with a thin brush there It dosnt matter how flat your surface is or what is on them. Its about the transistion between color and lightness, and its all so soft and washed out. It looks fine on your renders, but its hard to see…
Finally finished my first car. The most complex model I've made before that one was a sofa so I consider this to be my first "serious" model. I would use totally different techniques if I started it from scratch but what's done is done. There are quite a few flaws which could be fixed pretty quick but I may some obvious…
So I tried using the method of: Having proper hard/soft edges (instead of all soft edges) Splitting UV's where all the hard edges are Used an averaged projection mesh (slightly inflated low-poly with all soft edges) to generate a normal map and the results turned out as this: The red arrows point to edges that are hard…
I For a while it did had an edge over Blender and it's really shame Microsoft bought and killed it same as it did with another great soft Creative house Expression. As of user experiences it is true, users are very different. I recall my excitement about CG future in the end of 90th . That times it looked like great new…
New update with more props and lighting. It seems that there hasn't been much change from last week, but between the skirting board, the storytelling assets and the tutorials "how to lighting" it has taken me all week. Tomorrow I start with decals and vertex painting for the floor, walls and ceiling. To the next "version"…
Hey! If you are interesting in some critique read below: As Meloncov said, the bricks are a bit to large. You can see a seam in the wood floor. The textures in the kitchen are a bit to repetitive for all of the cabinets. Try to break them up or change the variation. The lighting in the kitchen is very dark which makes for…
Those nipples reach to her bellybutton. Possibly even lower. And you've got very inconsistent surface detail scale everywhere. The foot is super wrinkly, overriding the larger shapes with fold, yet lacks small subtle skincreases(also they seem very skin over bones for a fat person) [img], while the rest of her body is…
Kodde I noticed on your second example you are using the same UV layout on both the all soft and the hard normal instances. With soft normals its a good idea to keep UV's connected but where you have hard/split normals the UV shells should be kept separate. This is why you are getting nasty-ass seams on your hard…
It is possible to make "Soft-IK" rigs (if googling doesn't help, I could probably write down a simple tutorial) that slow down when approaching the full extension, but they have a different problem: the final position of a Soft-IK joint is no longer precise, so you can't put a hand on a table and expect it to stay there -…