Hey Rick_D. I'm actually rendering in Softimage, but basically the same as maya I'm sure. I tried getting it into UDK but I couldn't get it to look right. Still trying to learn the engine, but having a hell of a time (maybe I'll get my next scene into it). I definitely learned a ton from doing this scene and all of…
Hey all, so this is my second crack at an environment (still working on my first). I'm doing this as my first demo reel piece in school, will be starting full steam ahead on it in about 2 weeks after the holidays. I was hoping to get some feedback on my proportions, and low poly block in's. The main object I'm unsure about…
The kiln feels chunky now, but I think once I soften the normals that should fix that. The changes you made are easy enough to do as well, as I have left this till last to unwrap. The 2 vertical lines on the very left though, right beside the door are there because there is another crack that you cannot see (due to the…
Yeah i've found school doesn't always know what they are talking about, you have to take it with a grain of salt, tri's are fine because they will always be tri's anyways, you just don't see it that way. what the school is trying to keep you away from is nGons, which are more than 4 sided polygons, these are never…
Wow Derrick, where to begin. Well first off, thanks an insane amount for all the tips! I understand what youre saying, well 99% of it. I'm just in class right now, but tonight I'll definitely post some work in progress for you to check out. As for topology, I've recently done some work on the main smithy, I'll have to go…
Ok, I didn't see tda's edit when I responded, thanks a ton for the drawing! I like your edge flow on the blade a lot more than mine, the reasoning behind mine is because I was trying NOT to get any triangles as that is what we have been taught in my school, quads only. It is very good to know that I can use triangles like…
About warping the window I think it was a good idea and no worries about the polycost, you are still very low on the overall scale for a scene, i'm trying to help you cut poly's here and there so that you can afford to do things such as model the cracks on the kiln :) so that when it gets a little crazy it's okay. You do…
Okay Jordon I have a lot of info for ya, to begin with your wireframes On this one I placed in red all of the lines you can get rid of/merge and green for where they can/should be. This is a little bit of over-optomizing since that building is very low already but that's due to simplicity, and there is no need to have…