looking insane! though i do think that the hammer heads are too busy.... with the massive amount of details on the gantlets and the hammer, it feels too much... I do love the tiger heads on the top of the picture! so maybe just use these in one or two places...
Hi all, I would like to know about DECALS use in environments. My goal is to use lots of grunge, rust, oil, snow decals on my environment. The reason why i want to do it like this is I am limited to adding rust and grunge to my main texture as it will be used alot for making several meshes and i dont want to run into a…
Sub D doesn't matter. Animated sub D matters. Low poly doesn't matter. Animated low poly matters. If it smooths properly, who cares? Your example above shows three edges converging to one so normally you would merge the other two, but maybe there is a reason for the three. There is a guy here who does a low poly of his…
I forgot how I did it and help pages doesn't help really . Both Chat and Gemini know nothing . The whole random system looks like a bug maybe. But I am sure I did it before. it was in brush>modifiers as far as I remember . Yet "Variation" and "variation select" slider in 3 position do nothing. Still same mesh inserted.…
Interesting work so far! I'm looking forward to see this come together. The walkway looks a little narrow. It's too wide to be a single person catwalk, but also looks too narrow to allow for two patrols to pass each other comfortably.
Here's my updated artwork for 2025 with improved lighting setup, materials and presentation. I will be posting comparisons between older versions and the latest version to demonstrate the value in revisting older work with an iterative approach to reformation and curation. Many times artists are recommended to abandon…
Greetings everybody, I have some questions regarding to Arch & Design material (3ds max with mental ray) - the main issue is that render results appearing to be too glossy in comparison with what I see in texturing programs (mostly Substance Painter, though I have pretty similar case with 3D Coat). It seems like material…
Will check both answers thank you . When using the CC Library gradient option (not too bad ; many extra click ; better than nothing!) Then how do you use that same gradient for a “Gradient Transfer Curve” ? from Image menu A sbsar using the dynamic gradient could be as efficient - Just not sure if my licence is up to date…
I haven't played WOW in a long time but looking at screenshots from the area you mentioned here's what I'd change to make it fit better: 1. The terrain is generally too flat. WOW has a lot of rolling hills everywhere, I don't remember a lot of flat areas at all. 2. You ground textures are too saturated, but tbh I think…
I agree with gasokol. The size of this hall just doesn't match the impression I had from the original game. Comparing the already posted reference to your scene I see the following issues: The platform where the elevator is located is not high enough. In the ref it looks like the platform is supposed to be at least as high…