Hi there, I wanted your guys advise on how I should be going about modeling hardsurface objects. I am quite stuck in a pure quad mentality which I realize is silly and I am starting to see the pro's to utlizing n gons. I did a quick model of a power socket piece to test two different methods of modeling. The first images…
Hey man, its getting better! One thing you need to really focus on is smoothing out the planes of the face more, and paying close attention to the silhouette of her face and the basic forms. Check the shadows and light on your sculpt and try and compare it to your reference. For example, the first thing that jumped out at…
As far as texturing goes, I think your Jake Sully Hunting Knife is the best piece. That said as far as a portfolio for applying for jobs, there's still a lot more you could do. ~I would omit completely that you're making props in 2 days time. It's not so much you shouldn't make your models fast, but you're better off…
The registry is just a database of keys and values - all this "cleaning" stuff is mostly voodoo and dancing in a circle around some totem. Programs usually look for specific registry keys, just as they would have done in an .ini file long ago. As long as specific keys are accessed it doesn't matter if your registry is…
@musashidan Okay, that's something I've never heard of as a workflow. Gotta ping you someday when I come up with a character project soon to see how it works in practice. :D I've always just used separate materials on a single UV channel and that's it, so this is completely new to me. @bitinn I'm not sure what you're…
Here is my C&C... (1) Looking at your level as a whole, it feels very noisy. It doesn't feel coherent as an environment. Their is nothing that implies it's the Willy Wonka Factory other than the Chocolate bars that has it's name on it. (1a) For example you have this fantasy-esque land at eye-level, but you have a…
Let me clarify since I think I didnt articulate my post well enough and some of you are running off in a completely different direction I intended for it to go. I was told, by quite a few people, those who have taught and or worked with those who went on to work in Blizzard's cinematics department, that the very same…
Good progress! Nice to see you applying the critique :] I think you can push a bit more, especially in terms of contrast and lighting. For example, making the underside of the blade darker will help with dimension. Think warm vs. cool. So if your lighting is a nice blue, then you can make your shadows a warmer…
Yeah, no doubt about the shader magic. With the hair, for example, I've got one screenshot where they have some stippling going on with the alpha edges. The test specs also mention something about a reflection mask so I'm assuming using an environment map is within the 'rules'. Originally I had wanted to try doing…
COD evolves its design as much as they possibly can, given the boundaries of a fast paced FPS. Theres just no substance in such claims as yours, and its just an insult to some very competent designers working hard at those studios. This thing started as fanboy rant and it just nonsense. Also if you compare it to…