Ok. 1) I am not quite sure if using this gun as a hammer would cause that kind of cuts. Besides, cut are too visible while around them I don´t see any kind of damage. If you hit something, its surface tend to get rough at least. And there I don´t see any change in the roughness map compared to the rest of the grip. Please,…
@JamesMeader Thanks James ! I'm a big fan of their art direction as well and I can't wait to find this character in game to see how they did her. @ajd Thanks ! The face definitely needs a bit more hammering in some areas (ears/neck ?) to keep the consistency with the cheekbones ^^ @o0_themilkybarkid_0o Cheers :) @Leb…
The overall structure is better, but keep paying attention to the shapes within the larger shapes. For example the paintover that codyaq2 made is still relevant. See what he mentioned and try to compare it to what you have now/bring out the shapes better. This is tricky, but will all get easier. Just keep going, analyse…
Hi, After purchasing and spending some time playing with the new release, I'm loving it. Just a few requests/suggestions. Coming from an environment/prop ART perspective it would be great to have the following: * Abilty to blend Materials using vert colours/alpha, 3 or 4 would be nice to allow dirt/grime variations to…
<rant start> It's amazing how people will find any excuse to justify to themself that Autodesk didn't fucked up completely 3ds max and that's the reason why they can't make it good app anymore. And they will even pay for it. It's like watching Windows 8 fanboys all over again. You can spend another 10 years fooling…
Not too shabby. The material response is pretty nice. I'm surprised at a few of your choices for geo denstiy. You went so far as to model in the little rivets on the hammer, but the insets on the cylinder are quite low and don't look so hot in an fps view. Also the shading on the grip looks rough, especially from the…
the comment about the specularity... I figured you just didn't have a spec/reflection plugged in, but now that i think about it, it wouldn't render correctly if you didn't. hes right about the specular, right now its very plasticy. the metal doesn't look so bad though. As far as interesting things in the texture. hes right…
right now symmetry is being used in a few places, mostly hammers and trigger guards with one exception (due to an asymmetrical bolt) the thing with pistols is that theyre usually asymmetrical in that the slide will have an ejection port clearly on one side and usually the frame will have a safety and a mag release on one…
You have the skill just have to push yourself to make something epic .I think you should try something more complex or multiple view of the same object as of now you have single thing in the middle no compositing no story Second thing is your material definition , currently metal and wood and cloth all looks and feel…
I think it involves puppies, hammers and or bamboo shoots... It's actually pretty easy to spot in people if you know what you're looking for. I think you can replace a certain amount of empathy with vigilant observation. I think this only gets you a detailed record of what something has done in the past, its harder to…