Thanks for Neil and classmates gave some really nice feedbacks to me, here is the list of things that I should fix: Hero assets: - change the wings shape - scupt more cloth folds (refer to references by Neil) Enviroment: - add some (pillar) (refer to Zelda’s game) - add some ruins around the water near the wall - fix…
I get a similar issue with certain objects from time to time, like the right click menu. I usually do the 'cube trick' to particular bit of mesh and it generally fixes these kinds of issues. Cube Trick: -create a primitive cube -select the cube and the erroneous mesh -combine -delete the faces that form the cube -delete…
This is my first time posting on a 3D art site, so please forgive any inane drivel. The project is for my Hard Surface Modeling class, and I've chosen to make a Capellan Confederation Light Lance of Battlemechs consisting of a Sha-Yu, a Raven, and 2 Locusts. The models are intended to be built as game assets, so I'm going…
My idea is too have a similar art style to games such as "Firewatch", "RV There Yet", and "A Game About Digging A Hole". Those low poly stylized games with good lighting :D . Although I think I have most of it down in my own unique way, something just still seems off to me in the sense that it doesn't feel "complete" I…
As far as #3 is concerned - assuming you're talking about a live, physical presentation during an interview - practice is essential, especially if you're not used to public speaking. Make up some index cards - or even scraps of paper - listing features you feel are important, then put those notes into a coherent form, and…
Good morning folks. A little update: I am still working on the map. I'm spending a lot of time on it in the hopes it will speed things up later. I began by outlining all the neighborhoods, then I consolidated them based on similarity from a quick view (sorry for the hasty generalization, I'm sure your neighborhood is very…
Hey, looks pretty good: One of the tools listed is 'Gigapixel AI' so I don't know how much of this is actually your work. I see you intend to add breakdown/process shots, so that's good. I recommend doing an image showing it tiled. Lots of photogrammetry based materials look amazing until they start repeating. You've also…
@'Matro v. Froyok' haha now now, i dont think he meant it that way. (i think he replied to the wrong thread) Youre right that i wont be able to achieve shadows with more definition unless i upped the rez significantly. (its at a 1024 right now for the ground, no need to go any higher) Dynamic shadows could work too, and i…
don't listen to the "do it in post" people here are your 2 solutions: for verts - go to color>batch bake (mental ray) - set it from bake to: texture to bake to: vertex - change color mode to occlusion (tweak the other values if needed) - hit convert ( or convert and close) - right click your model choose color sets>color…
If you're feeling like it's too clean, I think there are a few things you can do. Decal projectors are great for unique grime or details, so you might want to look into those. Also, the floor doesn't feel right yet. It's too matte, in the concept it looks very reflective although that might be from a wet state. Either way,…