1 : cut tool is the least steps - use snapping if you find it awkward 2 : delete the middle face and use bridge 3 : i usually just shift-extrude an edge and target weld it back together
Can you show some examples of the style and detail level of these kinds of buildings? It would help to show both finished work by others (the target quality you might be shooting for), as well as your own finished work.
Technically not an animator but i do rigging, skinning & motion capture re-targeting in Blender3D, one of my favorite character COD MW2 Ghost by Infinity Ward is great to work with. https://www.youtube.com/watch?v=Q44lnCzBdvQ
I've been working on a rope chandelier now. I decided to target these assets for a Castlevania-esque sidescroller. I'm still relatively new to using Houdini, and the limited perspective will make it a lot easier. The chandelier is intended to double as a platform.
wow dude, resize your images before you upload, this is insane I really love the visor with the dots, its exactly my target group haha, but its more about how you represented it in 2D
Unfortunately both of those heroes aren't available for community members to submit items for yet. As for the mace, remember that Clockwerk uses it for his hookshot so it'd be wise to design it to look like it could grapple onto a target.
I did most of my college final year project on a netbook on the bus. Didn't do any of the assets, but as it was a mobile-targeted game and it wasn't very complex more than half the code was written on that 7in monster.
Render target as in is there a game that has similar fidelity and look you're trying to hit? What about her face? Is she black? Asian? White? Spanish? Alien? Becausee she definitely doesn't look white here.
are these really floaters like separate objects/panels floating above the base geo? Because they look like insets cut into your main geometry. http://wiki.polycount.com/SubdivisionSurfaceModeling?action=AttachFile&do=view&target=subd_floatingpanelinglines.jpg
In that first pic, what software is that? Do the textures display correctly in Maya before exporting? Maybe something simple like freeze transform/delete history will help, or even triangulation if the target doesn't support n-gons.