Take better care of the topology. Even if it is a High Poly model you should avoid loops that don't add anything to the model, as it only makes your life more complicated. Generally you should avoid all those vertical lines as most of them are unnecessary. I'd suggest you to start with something simpler so that you can…
This looks great! Can I offer some crit? - The concept has a lot of curved, angled, or wobble edges/lines. This gave the concept a cute cartoony vibe which I think you missed a bit. A lot of your edges are very straight and vertical or horizontal. - I think the contrast in the textures could have been increased. Great…
Nobody thinks that triangulating makes models run faster (since models don't run...). You CAN have any amount of sides on your polygons as you want, but at the end of the day graphics cards deal only with vertices and the edges that connect them, which are triangles. You should stop saying that people don't know what they…
Are you using a mouse with your laptop? I typically use marking menus for most everything, and hotkeys for my common tools: shift w: (old) split poly tool shift e: insert edge loop shift r: slide edge shift s: merge vertices ctrl w: ... I can't recall right now ctrl e: merge vertex tool
its looking good, you picked a great concept. If you're trying to be as accurate as possible to the concept The door has some proportion problems. The handles are too high, the indents are too square - they 2 larger indents should be more rectangular vertically. I think the entire door/frame is too wide actually. The main…
So tried sculpting and painting a generic terrain but I’m still not sure so as how to go about not making it repeat when seen from a distance. Sure it looks fine from this close but I’m sure its gonna cause trouble. Also, have no idea how would we go about stitching the edge vertices if we are to make it repeat infinitely.…
Not sure if this was mentioned, but it's been bugging me, the UV space for the barrel isn't very well used. It seems like you could get an extra couple vertical boards in there, for more variation, and at the same time make it tileable left/right. If it's part of the same bitmap as the crate, then you would need some…
Few crits; Don't use that material to show your work His chest muscles come down too far, it's like they're drooping, raise them up 2 inches. His biceps are too fat vertically and his forearm is too small. Once you knock out the anatomy it'll really help you, keep going good work so far =-)
Intressting project, hand painted texturing is always onw of my favorite art style. :) For your model I would bend the vertical wooden bars a little more to make it more cartoonee. Also I woudl widen the base of the chimney a little more. At the moment it's not very balanced. You can also try to remove the wood planks on…
You know, thinking about this more...I can't remember the last time I used "vertex" OR "vertices". I know those are correct, but game devs ain't got time for that nonsense. It's VERT and VERTS 4 me 4 life. Remove the slides where the teacher seems to have some sort of beside-the-point semantics issues and I think it's…