darbeenbo- 1) Got it, done and done, I'll make that switch tonight when I get home. 2-3) Unfortunately can't do rollovers (It's a actually a blog) but I'll shuffle one of the content pages onto the "home"page, instead of the welcome thing. 4) I broke them into two groups because I have more sculpts than low poly right now,…
Depends on how you want them placed and if you plan on editing the geometry after they're placed. Option 1: Align Tool, Normal Align. - Select the rivet, - Click Align set it to Normal Align. - Click drag on the surface of the rivet this will give you a blue arrow, think of this as needle part of a thumbtack the arrow will…
Small update. And a new issue. Here's the crazy workflow I did:* Created a silhouette vector line object in Maya and extruded it * Brought that into zbrush and gave it some better depth (and that's how it got doughy) * Brought that into maya and used the quad draw tool/make live button to make new topology * Then modified…
I'd advise going a different route if you're serious about doing a 'crazy scientist'. I mean, he's basically doctor evil with goggles on. Try playing with the character more, as well as the facial proportions. Not all scientists are short, myopic small-chinned gentlemen. What if you did a real lantern-jawed scientist? What…
Hm, I dont think that Fantasy Alley environment is your best work so far. Lighting looks unpleasant and the props don't really stick together all that well. As goes for the lighting I would light it with more lights than just (looks like) ambient light in blue and Sunlight looking more neutral. Blue on the ground is…
Ok so have been really looking at the approach I took to this Project and I've decided to reflect on some mistakes ive made. 1. Planning And Sticking with the plan. So when I started this off i planned on doing just a bust, and all my thumbnails and sketches I drew were geared towards that, and the reference i collected…
I have a fear that the skud launcher is going to be too high poly for BF2. Of course it all depends on its placement but I see alot of areas that could be done by the texture instead of the model. Don't get me wrong its a great model with a ton of detail and looks amazing, I'm just not sure its game ready yet? Just by…
What @BIGTIMEMASTER wrote is a great guideline. And figuring out how many triangles to have is just something you'll eventually learn in time and with work experience. I'm sure you're sick of hearing about your candles but I'd like to show you the candles I made recently and to give you an idea of my thought process to…
Right, So... your door is going to look a whole better if you just bumped out the geo, (made a low poly for it) you get betting lighting, and its not going to fall apart if you get too close to it, (I know its fan art). I use parallax occlusion mapping on everything- no you shouldn't. Just on flat tiled textures. the…
These are pretty good pieces, but I see a few things that could be improved on: The lighthouse and the Vita seem to have some issues with smoothing groups (hard edges in odd places). There should really only be hard edges on your model, where they appear in your reference, or along UV seams (if you're doing high-res to…