Hard to say without knowing the context. How big is this piece, and how close does the player get to it? Generally, we try to optimize away any loops which are not adding to the silhouette. Only judge shading in the context of the actual game engine, and preferably in the game level where it’s lit. After a while doing…
Scatter compound object is one of the older tools, so it's had less love than newer approaches. Thankfully like everything else in Max there are multiple ways to scatter things. Object Paint is pretty nice https://help.autodesk.com/view/3DSMAX/2024/ENU/?guid=GUID-2C745521-EAD4-4A9E-A2CF-7A4B6DDC486D Array modifier is the…
@Zaphk Awesome design on the cape. Love the hand paintedness of it. @mihalceanu Good design. I'm curious on how it'll look modeled. More work on my PA hair. Tested the new ingame preview workshop feature and wasn't liking how it appeared in game. New perspective on it I guess. So I went back with a base version of the…
What I usually do for a part like that is stamp down some negative height detail to make it appear that one part is housed into or jointed to the other. So in your handle case above I would split the view to 3d/UV, find the island, line up a circular alpha(or just the default brush with desired hardness) to the AO from…
due to having a love for photography and a background in it, i suppose i'm maybe a bit more sensitive to cameras in a 3d space. i can't sculpt in orthographic mode, it leads to many errors when i finally see the model within a 3d space with a proper camera. i really try to shoot my own reference whenever possible. this way…
Well, the top down view is real in game view. And that's where the majority of the game is played. You can zoom way in if you want to get those views you see for most of the trailer, but most will be top down from further away. Thats why the terrain doesnt look the greatest up close. The world is MASSIVE, so its hard to…
Good job, overall you've made great progress. The head looks a bit small. When posting try to give more than one viewing angle, it makes it easier to tell what's off. Ideally I'd like to see a side view as that tends to be the most neglected viewing angle. Just to list some quick observations: 1) the boots look a bit too…
Hey @TiefseeBanane; from the front and 3/4 view I think this guy is looks super cool (especially as a first ZBrush character sculpt)! I feel like the big anatomy issues are mostly going to be with the side view. It's great that his jaw juts forward so maybe finding references of a brachycephalic dog skull or someone with a…
Alright, I haven't heard much back, so I'll assume that the above is good. I spent all of today coding, so both the condensed view and the normal view are DONE as far as the visuals go. I still need to smash out the CSS and visual layout for the extended view, but that shouldn't take more than a few days. After this, I…
Model from more than just a side reference? It looks like you're modeling from a side ortho only, so you're keeping everything on one plane, which makes it look very boxy. The covenant guns in Halo (that is a halo gun right?) are pretty curvy, try modeling those. it doesn't matter if you start from a box or a cylinder or…