Hello. I'm new here :) . Tho I have been browsing the forums for some time I have decided today to create an account and contribute. I am a game art student and I have been using( well learning mainly) 3Ds Max for a year now. Any crit on my work would be very much apprecieated. Recently I've been working on a AT-ST model.…
Thanks for the comments! I wanted to achieve a dynamic sort of pose. Kinda like he is ready to take another step. Might actually lift his back leg a bit up and make the feet like it's leaving the ground with the tip still on the floor.
Really cool work! Some crit: The backside of the "head" looks kind of boring compared to the front at the moment, and some areas of your model seem to have been given less care then others. Other than that, really nice modelling!
Exactly, the feet should always be directly under the center of mass. They should align like this "I" where you have them aligned like this "\". That puts the center of mass outside of the support provided by the feet.
Model looks pretty good! To improve the quality of the AO bake (get rid of the jaggy edges) you can turn on Supersampling in the Render options (accessible through the Render To Texture window).
Wow, you need a LOT more padding dude on there. Don't go insane with the padding between UV islands but remember that objects such as this will need careful thinking around mip levels.
Well I am facing a problem here with scaling. What I mean is that inside a game this model will be huge compared to the player so I can't make very huge chamfers on some edges becouse it will look very odd. Tho I am trying to do them where I can. Don't get me wrong here. I gladly listen to all advices couse its like my 2nd…
Yeah nice, but totally wont render to texture without really losing detail. Like said before, you need a larger chamfer on your edges. That last pic wont give off any edges hardly on the normals.