This is my 1st post on poly count so feel free to disreguard what i say, But the verticle parts of the stairs might look a bit better if they didnt have the same texture as the rest of the floor, and maybe model a small lip onto each stair to give the effect that the stairs are huge slabs of marble on top of a brick…
First you need the tires and rims right. Those is a data set that is doable without imageplanes and it does get you started. Than you need a rough base blockout. If thats ready its just a matter of moving the cameras and playing with the vield of view. To get the cameras right you need about three days of constant moving…
Just to be clear, the optimize filter shouldn't be used for final work really. It's just sort of a quick preview of how much detail you can remove before the object turns into a bunch of skinny pieces of geometry. I'd highly recommend doing proper optimizations by removing edges, verticies and welding pieces together.
Yea, what glynnsmith said. As for crits: I think your scene is pretty bland. Besides the lights, everything is brown. You can afford to break that up with different hue on some of your panels and whatnot. The vehicle...looks like takes off vertically like a helicopter...how does it get out through that small port? Also,…
nbac Only terrain. I tried it for icebergs, but was not happy with modularity. So just sculpted them. Sky currently primitive, just some panned cloud textures with UV distortions+ additional texture directly connected to Power value node, and affects alpha erosion of visible clouds. IWant to make more accurate masking for…
I started to texture this guy and I immediately realized that the mouth was completely wrong, so I'm going to have to start over again :'(. This head is so tricky! Hand painted texturing in this style is really fun though! I feel like my enjoyment of the texturing is going to help push me to fix and finish the model :) .…
Done :) here is the script:function smoothByUVShells=( clearListener(); if (getCommandPanelTaskMode() != #modify)then(--make sure we are in the modify panel section setCommandPanelTaskMode #modify; ) if (selection.count == 1)then(--at least an object selected local obj = selection[1]; local uv =…
Ha! I see what you mean now. So, that sort of lightning can usually be baked fairly easily with max and maya. Most of the time you will get the option to either render this to texture, or to vertices. I never actually did it in Max but in Maya look for batch bake > MentalRay, there is tons of things you can do, even…
The link in your sig has the wrong url, its linking to polycount instead of your actual site. I know you didn't ask for portfolio crits but since you've put it in your sig, you're exposing yourself to get them regardless :p * I dislike the button animation with the word going down below a row, I instinctively follow the…
One way that helps me line up very simple unwraps like walls, is when editing your UV's in the UV Layout dialog in the upper right corner you can select a different texture to be displayed on the background of the layout editor (instead of the checkers) from that dropdown choose "Pick Texture"...then Bitmap from the…