@2300511685 Correct, the round over in the third step was added with a non-destructive bevel / chamfer modifier that uses edge weights to control the width. If edge weights aren't an option then a simple loop path could also be used to constrain the round over. There's a few different ways to approach modeling lofted…
Wild Yonder - Props Created in 3ds Max, ZBrush, Topogun and Substance Painter. View MLC's full co-development collaboration with Players Attic here: https://magnaludumcreatives.com/project/wild-yonder/ View MLC's full 3D props portfolio here: https://magnaludumcreatives.com/portfolio/3d-props-assets/
An absolute monster of an off-road rally high performance twincharged all wheel drive masterpiece fabricated by one of Italy's iconic marques, leaving an indelible impression on those who had witnessed it's racing prowess whilst piloted by equally incredible drivers, way back in the day. Was really supposed to be just a…
(8/28/21) Big Update! I am out of the blockmesh phase and into the early asset production and material creation stages of my environment! The last major layout change I did was scale the parking lot down quite a bit and moving the pumps and top over closer to the storefront. I felt the parking lot looked too spacious for…
my 2 cents on the bake - it would be good to have visible hole around the knobs, intersecting geometry always gives the cg-look, a round reccess baked from HP onto flat LP may do the trick Also I'd recommend having a look at this article with lots of hints (it's focused on weapons but a lot of that applies to any prop):…
Fix those curved cylinder UVs. Make them straight or hide those. Showing off UVs is like showing wireframes a lot of times. People don't often look at the wireframe or UVs and think it's efficiently done (at least not most of the time). I wouldn't show your UVs personally. At least till yours are packed like SkankerZero's.…
Very awesome! Only thing missing is small scale props/clutter, the scene feels very bare and dead without them! (sorry if this is a redundant comment, i haven't read the entire thread) I also think your prop placement could be more interesting, it usually looks much better when you create small "islands of props" instead…
As for the layout, I'd say u could have thumbnails first cauz all those huge images right fom the start feel a bit overwhelming. I'd make thumbs at least for major sections (scenes, props etc). As for the content itself, to me you props look much better than actual scene that uses them. That is mostly because the scene…
Your car models are looking fantastic. Geometry for the props could be optimized a little more, but overall quite solid. I must respectfully disagree with EggE about your drawings. I think you SHOULD have them in there because it displays your ability to capture form in more than 1 medium. Yes they're good, no they're not…