You got the basic shape down. The proportions look good and it's easily recognizable as the Veyron so you're off to a good start. What's your goal with this (as in are you modeling it all manually or are you planning to rely on Turbosmooth or similar for more detail)? It's a bit hard to comment on the geometry without…
You are right. I am miscommunicating. Getting a low poly mesh out of a hi poly mesh would be relatively easy. I would just retopo then bake normals and textures, etc. I guess what I am really asking.... is how to get the detail out of my zbrush sculpt into hard surfaces. I've never really done it The sculpt itself has the…
Make sure you understand that what you are seeing in the viewport/in these screenshots, is not what it will look like in game as I am assuming this is a smooth mesh preview which is achieved by hitting 3 on the keyboard in maya. A tip for creating the phone cord is to use a NURBS curve (create poly cv tool) then place a…
What I'm currently working on: Amcry A large ameoba-like creature that uses large crystal formations as it's outer body. This is a design from my childhood game designs and is one of the concepts that has stuck with me. It is meant to be a form of in-game enemy or Boss monster. Since I've been having a bit of trouble…
Really? From what I can tell it's three components. 1 - The strapping is polymodeled, would only take a couple of minutes to get done. Then unwrapped, with a generic tiling mesh for normals. This includes the handle. 2 - The buckle is arguably the hardest element, but even then it's rather uncomplicated, with no attempt to…
Thanks for the feedback! Yeah I'll plan on doing something a little more with the roads, either like you said or some separate brick/cobble models that will be scattered on top of the road and the sides to break it up and add some more depth. Designed a concept of a sword prop quickly this morning in corel painter with…
@Zombiecrackers Thanks. @Ootrick Thanks. Here you go: * When I started this project, I was going to do walls as lowpoly as possible (something around 400 polygons), but after some early tests, the results weren't as satisfying as I hoped (specially when the camera was close to walls!). * Since in this particular scene the…
I used this plugin for making a racing track, you create one short block in the X-axis then, assign it as a object, draw a curve and click "deform object along path" which will duplicate and snap the segments using a FFD deformer. http://www.creativecrash.com/script/duplicate-along-path I have bookmarked somewhere several…
Hei you! -Add trims (both in models and textures) to places with hard 90 degree corners, like the lamps and where the walls (or anything else) meet the floor. -More texture! Right now everything looks to be made out of the same gray smooth metal. For example different texture trims would bring more variation to the scene.…
You could also take a very different approach and focus more on "dirtmodelling" first to get shapes right (using sculpting, primitives, whatever works) and then only later do a retopo pass. This is very well suited to some types of hard surface modelling - say, "organico-mechanical" stuff. For pure subdivision modelling I…