Hello, everyone! First time poster, so excuse my ineptitude at this, but I am in the market for something rather specific: I've been looking around for someone who could do a model for a character I'm working on. When it comes to this particular model, I'm looking for a robotic character inspired by the likes of Five…
Currently the school have a very strict attendance policy (I was dropped in a class after taking my finals (I completed all required work and never miss a deadline) and getting my final grade for the class (A) because of my poor attendance, I am currently appealing this), and due to the unpredictable symptoms of CRPS Type…
Some quick crits on the portfolio in it's entirety: 1. The portfolio page should be the first page you see, not some superfluous splash page. 2. The thumbnails are too small. 3. If you're going to write about games you've worked on you should at least show an image or preferably a video in my opinion. 4. Make more renders…
in my experience, poles should be avoided for subdiv modeling, but it really depends on what you're making. Try subdividing a pole and sculpting over the surface to see if the results are what you're after When your model is symmetrical like your basemesh, you can just delete half of it, break up the poles by having the…
That's looking pretty gad-damn impressive :D Are you going to do a detail pass on all of the foliage, adding little bits of dry grass or dead leaves on the trees? At the moment, every inch of plant life is looking 100% healthy. But then this is me trying to nit-pick as it's looking sweet :P
Your mesh is not cleaner with NURMS you just don't see the topology behind it, you only get the base mesh's rounded wireframe.Just take your mesh with NURMS and convert into edit poly. You will have the same result as turbosmooth.. For the Maya part, I know nothing about that...sry ;)
If you guys are interested into getting more of the nitty gritty of perspective there's a really great website that covers all of the aspect of perspective. The stuff maybe dry, but I can guarantee that it was worth it to learn more about the cone of vision, measuring points, etc.…
sry i think i just found out. i had a selection active in the albedo document, which was automatically deselected after the first apply. then the second apply worked. so reminder to myself: "be sure to deselect any hidden selection before doing anything" hidden selections sigh..
I attempted to write something for blender once. Here was my progress: Downloaded source, looked through two code files, got under my desk in the fetal position, cried, deleted source code..... Yeah blender source is a mess and so is their documentation (both users and developers are outdated)