Please! DONT throw me into loading a video first thing! My internet is slow enough! Im sure everyone else has told you that the whole website needs lots of work. I can't believe that your AI is letting you graduate without any finished pieces! I just graduated from AI Dallas and our requirements were at least 5 pieces made…
For modeling techniques, to put it simply you could start from a box and then cut your details into the mesh and shape it how you like, this if commonly referred to as 'Box Modeling.' You could also start with a plane and extrude your edges to make your forms, commonly referred to as 'Poly by Poly.' Theres no correct way,…
Kind of bouncing off of what Dustin said, learn to absorb and learn from other artist's work (no matter the style or medium) but at the same time see that they are now the quality bar you have to be above to be competitive. A lot of artists, especially starting out, will see great work and immediately see them as "so good,…
Yeah it could probably be a decent base mesh. Things you could improve: - edge loop termination on the forehead could be a bit cleaner (it's not that bad though). Same applies to the cheeks. You've got 5 edges converging into one vertex. That usually doesn't work that good during sculpting. - don't leave open edges for…
@Biomag, man thanks so much for the info, that pretty much sums up a lot of things for me. In regards to what I am trying to accomplish. I am making a game and the environment theme is a catacombs (not a dungeon, think Paris Catacombs). I want it to be highly modular so all the parts snap together like lego in the game…
Well first of all you should consider doing a proper briefing, because at this rate you should offer the 3d artist to do it as much as possible to help him with the transition from 2d to 3d. Dependent on from where you hire you artist this is about a day worth of work, slightly less or more depenent on her/his situation.…
I would probably do the text in Photoshop with the NVidia filter anyway, since it tends to be faster than trying to make text in Max bevelled/outlined correctly, plus you tend to end up with a better idea of how it's going to look since you're making the text directly onto the texture rather than baking it down (since at…
I don't think there's any CORRECT workflow. First and foremost it depends on how you work and how good you are at visualizing things. Making the in-game version straight away like you are doing now has the advantage that you can send it off to the animator jerks while you work on the hipoly/sculpt. The downside is that you…
I think ZBrush can UV-unwrap your highpoly model. It's called GAV/GAUV/GUV tiles or something like that. But yep, usually the highpoly does not need UVs. You can use xNormal to render the normals. Only the lowpoly mesh needs to be UV-mapped ( usually, unless you need the "bake highpoly base texture" feature which is an…
Agreed with above crits. At the moment the texture looks like pure diffuse... I'm not seeing any evidence of normals or spec at work there. Chris is spot on about modelling a big, simple high-poly mesh to base your initial normal map off. You can do the finer textural detail in Nvidia filter, but it doesn't take long to…