This looks like a fun project and the progress so far is promising. Very nitpicky, so feel free to ignore: I think some of the cracks on the face are a bit random. They go in all directions rather than following some internal structure or weak points, and some of the widest, most open parts are in flat or depressed areas…
I am having a new issue with this. Normally when I am done with the shader and want to cease using it. I copy an instance of my renderable texture up into the Texture Type button, thus going from DirectX Texture to Standard. This has been fine, but lately, if I do that I only see a wire-frame of my model regardless of if I…
Everything looks pretty good but there is still some strange stuff that is interfering with the result. You have a pretty good eye but with anatomy you only have to be a bit out and the result will look weird. It looks like you are using the dynamesh system for your sculpt. While this is a truly terrific approach it is…
Serioulsy do you even listen to NPR or do you just drink the conservative kool-aid? You're so far off your nut its not even funny. What he said was, they should of cut out federal funds from their budget a long time ago. That's a far cry from "can't do without". The instability of "will the republicans cut funding or not"…
I think you need to stop texturing and rework your low poly. You need to round out your cylinders more, and to do that you need to make a lot of cuts. Note: I'm going to assume that this is an FPS weapon, and am going to make optimization suggestions based on that. Your FPS views seem to indicate that it is for an FPS,…
Well, if your main concern REALLY is to make a portfolio peice, your focus should be making it look good in the format its going to be viewed, and thats at a relatively low resolution in still images. Since that is the case, I would really like to see just simple screenshot of your highpoly, at about the correct size and…
Okay guys, I've started with the blocking process. I'm having some troubles with the position of the assets and walls to match the perspective view from references with the scene. I also create some lights to test the first renders. I think I need to open the focal lenght to 12 or 15mm in some shots to have the same…
Modeling from orthographic views is always easier of course. You will most probably not always get concepts that show the object from more than one side (depending on where you eventually end up obviously) so it is a good idea to try learning how to work without them and do some design decisions yourself on the fly. If you…
How did you set up the camera? I don't know if I did it right, I set the angle of view = 40 and rotate X = 55, I think Its ok but not sure, you can check in my latest post: http://polycount.com/discussion/194402/riot-creative-contest-2017-wip-joao-dias#latest Another thing that I dont know is from the 3/4 view what side…
just because you can doesnt mean you should and most if not all current-gen engines can throw around 80k tris like its nothing...my point is ALOT of that is wasted, will look better and can be produced faster if textured poly crawling is when you get less than 1 pixel thick polygon lines as the viewing angle changes and…