I added the fog a little bit, ambient occulsion, and sharped the image in photoshop. Personally like sharp pics. I will fix the wire after, and it's probably gonna be my final render, but still, all critics are welcome. Thank You very much.
Hi, I come from max (10 years xp) and need to learn maya. I want to make metalic tube with spline. With max it's really easy to create both sharp angle and smooth angles with filet for exemple. I don't know how to do sharp angles with a cv curve inside maya. Any help ?
Not sure what you mean by the polygonal artstyle. I assume its the sharp edges? So maybe add more padding or bevel for softer edges? But yeah I was going for a realistic approach. I agree though the armor looks like its laser cut and too sharp, definitely needs some hammering. You're right the color of the leather kinda…
After everything was finished, I have to go through piece by piece to clean up topology. Previously I used a lot of sharp edge to clean up the model but since I have to cut seam on every edge with sharp it made the uv map into quite a mess. This time I use a combination of sharp edge and chamfer/bevel to create a more…
I like it! But your edges are really sharp. If this is the high poly (which is kinda hard to tell because of the sharp edges) you wanna soften them up a little to have a better bake, to not make the model look blocky and get more nice highlighting.
its a good start, the concepts are fun! I feel like you could carry over more of that angular sharpness into your sculpt, stay at a fairly low subdivision level and use the flatter or trim brushes to create those flat sharp angles in the concept.
ok working on getting this building done tonight, but wanted to get some feedback on the work so far. Added some chamfers to some of the edges of the buildings so they aren't so sharp and adding more dents in the geometry to get rid of that sharp edges look.