Has anybody thought of making a "go here if you want to know where to start to get anywhere in the industry" sticky thread on general discussion? Or do we have one already? Something that has useful links around polycount and other informative places especially for the many beginners. Just saying with no disrespect to…
Speaking as somebody who rigs other people's models a lot I'd rather be given a torso that's basically nothing more than a slightly deformed cylinder than one where loops follow the musculature. Unless you're going for clever stuff like bulging or you're running muscle sims etc. it's just making my (the rigger's) life…
@gandhics sometimes the stack is not suitable in a workflow. I would like to see both a UV mode and mirror mode for modeling, independent of the stack. Modo recently introduced a stack of sorts and it has always had a UV mode, so surely it can be done in Max?
@daemius Not exactly what you are asking for, but it could address your issue. I use Paul Neale's Stack Tools. It auto selects the previously selected stack item when you change selection. The default behavior seems wrong to me now. http://paulneale.com/script-stack-tools/
School is definately what you make it, but in the end not really worth the money. I attend school for Game Production, and am very passionate about my feelings on the subject of "art school degrees". Over the course of my time at school I have surely improved in many aspects of 3d art-especially in the modeling/texturing…
Good work so far. The armor is looking the most polished. Some of the UV mapping is a bit sloppy and could be cleaned up to help present the texture better. Could you post the texture flats so we can see the unwrap job? The face could use quite a bit of work and it is where I will center my crits: Hair: - Much to yellow…
I wasn't really working with a reference. There are a few images i tried to stick to but i did not want to copy and paste. mainly focused on my imagination and feeling how the scene should look. Do you think i should use a reference to get a sense of layout and design?
So, I've finished modeling the ironsights and retopologizing the two bastard stock pieces that I needed to do with meshfusion (the stock>body connector and the top piece of the stock itself): Also halfway with the highpoly: I'm enjoying this project so much, can't wait to start texturing it.