Looks good! I think two things that could really help for your next project would be relaxing your edges a bit, and pushing your material definitions. Your edges are a bit sharp, so they're not going to catch as many nice highlights. It's a bit unintuitive, but especially for game assets, it's important to soften sharp…
Hi Greg, I run some tests. Attach Nodes is actually working as it is supposed to, despite the issue you pointed out. This means there's room for another upgrade step: you want to attach objects to Edit Poly Modifier, while the Attach Nodes attaches them to the Editable Poly BaseObject. If you like, run this test: in your…
The DTK2100 is really, really good - I personally find it to be the best out of all the models I've tried so far (although admittedly I haven't tried the massive 27 incher). I recently spent two weeks using the recent 16inch and it was a pain by comparaison (annoying new design, issues caused by the high definition screen,…
Pay special attention to the details. If you miss more than two classes (out of 10) you automatically fail. If you do not turn in a weekly assignment on time you get a failing grade for that assignment. In their previous system you watched pre-recorded videos, but there was a discussion forum and you could ask questions.…
Cheers, glad you liked it guys \m/ yeahhh hoo yeahh \m/ well i worked on my first sculpt (the base for the deformed one, may be I could grab a shape-map/ vector map , and morph the low poly in engine in the future?!!! is it possible?!!! search needed, ha ha ), when I saw how many assets every one is making, I though may be…
I dont like the first model at all, but the two other ones are kinda cool! it kinda goes from bad, to good, to better - from the top :) my crits will kinda be aimed at the last model. Im not a fan of the whole polyflow thing, where everyone anally feel that they have to keep round rings around their models, especially the…
For the uv. There are alot of ways you can optimise it. It is using like 70% but you can push it to 90 if you tetris it right. The stuff on the right lays very loosely and has big gabs. The parts on the top also lay far from the edge and force the pieces in the middle to take up less room. If you take those right pieces…
You've found some interesting stuff, I never realized that insert edge loop tool has an option for a profile curve. Generally though, in maya, when you are creating curves you do it with the create EP or CP curve tools which are under the create menu. After that, to do work with them you have to go to the surfaces menu set…
Sure. Couple of things though. 1. Those models are pretty good overall. Not trying to say they're shit. 2. Because of that, this stuff could be seen as nitpicky. But, I don't believe in that. I believe in taking things as far as possible. 3. These things that may seem subtle will give you hints as to all sorts of really…
Lol...guess couldn't let this one go, anyway had actually personally struck a chord remembering how it was when I had started out. Aside from the OP, many have bumped up against the frustrating challenge CG art can often represent...this 3D medium is no two ways about it really f**king hard! technically let alone…