Hello! I think you have till now managed to translate the concept well in 3d. Keep up the good work! Please do not forget to model or texture the sheets of paper lying around in the streets of the concept, it makes your scene a lot more lively if they are included. I would also consider thinking about modeling this one…
If you're into splinecaging with Max, then you might have run into the fact that you can't fuse lots of vertex groups within a range just like you can with the weld function. In that case the script below comes in handy (not to confuse with the Threshold function in the Surface modifier). But beware: in some cases in might…
It's a matter of where you want to render it really or what engine you're going to use it show your stuff, it's basically an issue of Tangents (the math which tells how the Normal Map will be processed and shown) so you will avoid seeing any nasty seams. A quick idea on why people do the splitting thing. As for the…
The problem with the flames for me is that there's a vortex pulling energy in at the center and you have an expanding ring of flames that converge towards a point far above the vortex. There's also the way you have the vortex pulling energy in and a slowly expanding circle of wavy things which contradicts the build up…
chrisradsby: Thanks Chris, glad you made that comment. I've switched the thumbs to colored versions. Does that look better to you? I think I'll keep to this new format from now on. LRoy: My current workflow for creating a diffuse is as follows: Export my 0-1 UVs as a 32-bit Targa image file. Import the image into an image…
I wasn't being even remotely pissy. He told me "Imagine if construction workers would start painting an unfinished stack of bricks because they want to see how it will look like" then he pretty much advised me to do that. Let me get it clear because I, honestly, just don't understand you. I'm not being rude, just simply am…
Yes. A cube mesh collider will be more expensive. The mesh data is vertices, a triangle list, and an origin. So even though it *is a cube* the collision routine has no way to know that. There may be some engines where you can tag a collision primitive with a certain prefix or something to get the engine to treat it as its…
----PART2 Just wanted to add few words about the outdoor environments. All the above still applies, but given that sometimes when dealing with "regular" sunlit environments you may not have that many options as you have with indoor environments you may want to play with light-shadow contrast as well as add more interesting…
Again, you're confusing 2 totally different workflows and when you talk 'render engines', you're lumping them all in as one. I'm specifically talking about modeling hard-surface production assets for a real-time engine. You keep talking about still images which has no relevance whatsoever with production assets. For a…
Main problem would be that it's to boxy. Imo usually caused by: -Not using enough real world reference -Not pushing yourself enough to do complicated shapes, here it also helps to search for some kickass guns to give you inspiration/reminder of what to do. http://imageshack.us/a/img198/8140/0rhq.jpg Example is (1), check…