Okay, so i have changed the scene a bit. Still have a lot more too do. Red: I have taken out the windows on this side and replaced them with piping, feed back on this would be great. was thinking of putting some grated panels over the top of a few of them. Blue: Extended the walkway and added grating on one side as sort of…
Not sure there's a lot more you can do, it doesn't look like you've dented the metal through sculpting but that's implied a bit in the texture? If not then sculpting would add a bit more detail. Other than that you would have to model more geometry. I guess there's one thing - when metal meets wood for an extended amount…
Hey, Julie! From our system requirements: Minimum system requirements - Windows 7, 64-bit only - Photoshop CS3 Standard/Extended, 64-bit - 8GB of RAM - 1.5 GHz CPU - Dedicated GPU (Nvidia GTX 600 series, or comparable specifications) - At least 16GB of scratch disk memory reserved for Photoshop (i.e. 16GB free on the hard…
I can tell you've spent a lot of time on the shelter, and not much on the grounds around it. How long has this person been there? The dirt and plants nearby look relatively untouched. When me and my friends used to go camping when we were teenagers, we would have that place torn up after just one night! I'd extend the…
I took a look at your most recent file. Your cage does not come out far enough to encapsulate the high poly. In this instance, the rays are being cast starting inside the high poly and their nearest successful hit on a front-facing polygon is probably the ear phone portion of your mesh. Below: grey = high poly, red = cage…
Looking really good! For me, I might break the rectangular symbol above the gateway, and maybe also add a bit of rubble (that could've come from the upper right of the gate) to break the silhouette of the actual gate hole a little more. Could make for a more interesting negative shape. And then maybe extend the ground…
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Excellent start. I would make one minor tweak. Take your leaves you used, and rotate them slightly so they all face forward a bit. Instead of extending straight out. (Looks like you started doing that towards the end) Also, on each side, you can offset them ever so slightly so they are not growing out of the same exact…
You don't need to have one single mesh when exporting for sculpting. One thing I would usually do is extrude the edges slightly further inside the adjoining piece, so where an arm goes into a sleeve, extrude in some more and add an edge loop so that when it subdivides, you don't get gaps. It might be simpler on the legs to…
Depending on the model 2 weeks at 40 hours a week is not unreasonable for some very high detailed models. For 3.5k, well that's a different story, but still paying $100 for a 3.5k character model is more than a bit low and the point made is valid. You get what you pay for to a certain extend and if you are paying well…