Hey dude, nice work, I can get real nitpicky for you if you want; -The part where the stock meets the upper receiver is a bit wonky, the profile of the stock should follow the receivers' lines much better. Also the transition of the bulge into the rest of the stock isn't completely accurate, it's too sharp. The bulge also…
looking ace, but what would be to expect from you guys? that said, i feel like it could be improved with some more definition/sharpness maybe it is the shading and lighting, but the topmost image feels almost like on of those realistic 70/80/90ies airbrush pieces, which have been really hard to get crisp/defined due to the…
Still trying to wrap my head around the new workflow. Continued blocking it out. Now, though, I'm a bit confused. I've got an area where I need more loops to hold the edge hardness (in this case, along the cutout in the front), but those loops wind up terminating up along what I want to be a really smooth, round corner on…
On the first two pictures you posted you used the same texture on the flat and vertical face of the stone ground which looks awkward. Also the sky box is really close up to the scene which does not look right, and the final critic is the lighting is awful or lack their of. The whole scene is flat, you placed multiple lamps…
Agree with pior... and it shouldn't matter what you use for subdividing in max or any other app so long as you can maintain edge/crease hardness, which smoothing groups do. The idea here is that you are subdividing up the base mesh so that polygon density stays consistent and evenly distributed, making for an easier time…
I think the whole idea of using Zbrush decimated mesh as in game model is not ok yet. Whatever Unreal5 is promising. I see the appeal but IMO not only those tiny triangles everywhere Neox mentioned but neither proper/clever sharp edges vs smooth surfaces placement for good lods switch without suddenly popping different…
I am trying to create perpendicular edges partway through a square-ish shape. I want one edge to be soft, and the other sharp. My first attempt: With this attempt I thought to pull apart the edges on the soft edge, so they diverge away from the hard edge and minimize the issue. The topology: The Issue is that I still get a…
Howdy guys Hope your all well,anyway I have decided to go the route of an enviromental object artist,kinda like asset artist as you will. (u may now tell me whether this is or is not a good idea ) Now onto my But.... How do i get started and what kinda things should I concenrate on?? Ive recently been trying to model half…
Curious how to sculpt this base mesh to look more cartoonish/stylized. some of you probably already have an idea what I'm trying to go for if you've seen my previous posts. Base mesh: Some screenshots of what I've sculpted so far, I'm thinking about starting over (I forgot to use morph target when I started). Some of my…
Just posting some work that I finally completed earlier this year. It sat for many years as a blockout on my hard drive. Due to some down time, I was able to start working on it at the end of last year. Inspired by one of Tor Frick's pieces, as well as work on some of the Alien films I wanted to tackle some science fiction…