I think the thing for the lights doesn't need to be completely scrapped; there's just a few details where your execution is less appealing than the reference you posted. 1. Your spokes are angled more up than the ones in the reference image. It's making it feel kinda like a circus tent. In the reference image, the spokes…
Today I continued with my plans to to body's dropping and fleshy impact sounds. I had a lot of fun with both of these as I got to get my hands dirty. First up was all the impacts with a lettuce. I used some tarpaulin sheet and basically punched the thing into mush. Above you can see the original lettuce before the stress…
Adam summed things up pretty succinctly, so I won't go into any further details, but I'll try to answer kevingamerartist's last question re: explaining workflow process in an interview. I've had a few interviews where I've been asked hypothetical questions about how I would tackle a given task. I think this is more or less…
Ok, got some time to do a quick test. Here i'm testing: Basic shot Detail (50% center crop) Strong backlight All wide open @ 1.4, and at 8.0 This is with a dirt cheap, terrible, dirty uv filter that has fingerprints and smudges on it, really the worse case scenario. I struggle to see any real actual difference in these…
The cool thing about pixars hair system is that it can generate volumetric hair based on a geometric shape. With tools the Hair/Fur modifier in max you grow spline guides from a surface and then try and comb cut and wrangle it into a useable hair style. People tear their own hair out trying to make something useable. With…
When it comes to things like these, you can't be afraid to make mistakes. From what I can tell, Ace is right. But to expand upon that, don't depend on a tutorial to tell you everything. Do you think John Lasseter and other Pixar guys had tutorials to help them build the awesome things they have today? Sure they now have a…
I wouldn't say you failed, you just got a bit ahead of yourself. It happened to me when I started doing 3D. There is a great amount of pressure (especially in sculpting programs) to just jump right in and start adding details before you create solid primary and secondary shapes. For me it sounded like "Hey, I made this…
No worries, mikhga! Zbrush is an environment artists friend. Highly recommend. And baking for environment artists is a point I have quite a lot of gripe with. Environments use tiled textures and I find Zbrush to be the best for that. So noooo baking for environments. I find this point to be stressed to much for beginning…
Solar, Yeah, BSP were/are cheap to use...but there was a time when they were preferred over meshes and that time has long passed. Keep in mind that BSPs are NOT just 'low-res meshes built in-engine'. IRRC, they're not the strict vert/tri data we're used to, but rather their own set of info (maybe it still boils down to…
Hey man, nice stuff! I think my biggest crit is that you need to get more weight into some of your animations. The dinosaur walk in particular stands out; my first thought while watching it was that he looks light as a feather. When those legs take the weight, they really need to show it. The movement is good and smooth,…