Cool Asthane, the local scale kind of does what I want and over looked it. Is there a way to get the local scale to work so it's not uniform? Rick I don't really like going to other forums because of time. Also I have found that when I asked how to get certain software to work like another I usually get hostile responses.…
good luck dude, been trying to figure out if I have time for this myself (not lookin good) and thinking about where to start. first off there is literally a TON of art on google and you could easily appropriate something like this as a start for the base. If you browse the 100's of pics in the conceptart.org thread you…
I see your cages ok btw If you get triangles "not painted" in the normal map can be due to bad concave polygons tessellation.. try to triangulate your model before to export. About the spikes, looks like flipped normals, denormalized ones(the average is zero) or some kind of vertex normals problem. Try to set very well the…
It's looking cool, and the anatomy would fit right into a Guitar hero game. However if you are going to use this as a sculpting mesh, you might want to get rid of the triangles around your mesh. When they subdivide, they create three pronged posts which create nasty pinch points as you subdivide further. Also, it looks…
you actually have a pretty damn good start...the reason your getting those weird shadows is because of your smoothing groups...im not sure what program your using but hopefully you know how to adjust these...basically what I do is select all your poly's and turn them to a full 180 degree smooth...after that go to area's…
I've recently had a stray vert in Zbrush and yeah, it can be a royal pain in the butt. You say you cant export your highest Subdiv but you'd be surprised. And even so, by exporting one level down you're maybe not losing *too* much work. I fixed mine by: Exporting highest subdiv back into maya (about 800,000tris) Moved…
Your goblin captures the menacing (and ugly!) portrayal of the creatures - it looks great! The concept art for the tree is beautiful, though I think (as others have suggested) that de-saturating the blue on your model will look less harsh. You could simply colour-pick from your concept artwork. :) Also the contrast between…
Hey! i like it!and its epic if you have only been doing 3d for 6 weeks! a couple of things though, the pipe vent thingy on the back doesnt look right, it looks all crumpled and broken, and you can lose about half the polys maybe a bit more on it too. Also the distribution of your polys is a bit off balance mainly with…
I'm 26 years old. I graduated last year from a 2 year graphic design program majoring in 3D. I have spent the last year and will continue to spend time until summer 2011 buidling my portfolio. I learned Maya in school as well as Adobe After Effects. I know all adobe products through working as a contract web designer for…
Hey man I work with A-Train and he showed me your site. Looking at this piece I think you need to step back a little. It looks like right now you have started adding support edges a little earlier. I am guessing you are making a high poly? First you should block out the whole thing. Get the basic shape and proportions…