It depends on how much screen space will the asset occupy. I'd say for background or a bird eye view you could get away with one mesh with unique UVs. Making it modular is probably a good idea if you plan to re-use the parts to create variations of this building. If it is unique landmark prop, then making it modular would…
I think his torso may be too big for his head/arms/legs. Try referencing another photo in this position or take a selfie. I can't 100% pinpoint but to me its the torso. Also the back view of the arm pit with the back muscles looks strange. I think its because of the area right next to the side-abs below the armpit is way…
Still in the blocking out phase, wanting to get the placement and base block outs of piece correctish. So I have a question, do you guys think the window is in the same place as in the concept? I can't tell if the sonar boxes are covering the window somewhat? Here's an image of my scene explaining it better Left side…
If you dont need to create specular/gloss/normals You can still use your curvature map directly in photoshop and use it as a mask. Then if you open quixel suite, you can use the 3do custom map loader to view your opened photoshop texture onto your mesh in 3do. You need to input your mesh in the custom 3do loader and then…
ok serious point, your bran flakes and fruit contain just as much sugar are the pastrys you think of unhealthy. Your low fat diets are only doing you good(or better than most other people) because of the high and constant amout of insulin in your bood. It is my current view(although it obviously dosen't mean im right!)…
I'm just curious, what caliber of professional would would actually listen to? I mean if someone from blizzard waltzed in would you actually listen to them? But i think i get what you mean by having n-gons makes your machine lag less.... and it has nothing to do with game performance, you are simply referring to the power…
Thanks guys, yeah this shit looks fine from the 3/4 view but the object will mostly be seen from the side view hence why I'm trying to fix it. Plus I did a million tests and changing the shape of the cage in poop's tutorial does nothing in maya. Cody I'll sew my uv's in the future that piece of geo is just a test. I didn't…
is that an adam's apple? also her shoulders appear as if she is mid shrug prolly just lower thema bit and relax that collar bone a bit as alberto mentioned. i think her elbow can go s bit lower. her back could use some muscle structure pull her spine out a bit define some scapulas. definitely would help to see a straight…
thanks all, small update Made a few changes in all the eyes, chin and jaw directions, moving from photoshop to zbrush and maya back and forth to match very close my Tifa's refferences also started the texture of the head, here you can see a grab from zbrush and started to texture the hair, here you can see a very close…
Hi again. MoP - I think you were right about the leaves, since they sorta looked like rose petals instead. I made them green again - not totally happy but good enough. Blocked out the big screen up front (placeholder texture) and the console. I decided against anything ceiling mounted that might block the view too much.…