Yo working off any references or? some of the things that jump out at me are the differences in detail, the tiled floor is great, the brick walls are ok, the pillars don't fit in they don't blend with the wall or floor too well...do you have a high res version of these pillars? if so could i see? also the material is very…
Refections are abit strong, can't really see the rest of the model cause of it. Also your showing the dark side of the car not the lit side, So I cant really see the detailing. As for the taillights are you going for high poly or game? If it's high poly I model the actual bits, at least then you don't hafta worry about…
Y direction is about the overall world axes, which way the XYZ axes are pointed in the 3d application. You can read a bit more about that here http://wiki.polycount.com/wiki/Coordinate Blender by default has the Z axis facing up, if I'm not mistaken.
Thanks a ton for the crits, and the pic which explains something i had never thought about being an issue. I will have to try and fix most of the edges that are too hard, and definitely fix that on the next gun i model. I may do my Beretta px4 next, or i might snag my friends AK. working off the actual gun is beyond…
Hey...thanks for the replies! :) Yeah, I have seen that paint shader and I like the subtle normal details in it. That actually was the starting point for my shader :D it now features some more things like view dependent flakes and stuff. But I will look into parameter collections in the future to get atleast the light…
The lighting in this scene is really flat... seems like it was lit with only 1 directional light.... :D In all seriousness though... doesn't the fence seem a bit too close to the cliff wall for all practical purposes. I mean... why build the fence if the cliff is there to block someone. I understand the principle behind it…
I believe double sided materials cost the same as duplicated faces performance-wise. Double sided materials don't light correctly - it's lit based on the face normal, there may be a way to compensate for it with a fancy shader but I think that will be more of a performance hit than duplicate faces. OK, I was told it…
Edit: Submissions are closed, thanks everyone! There will be more giveaways in the future. Hello! I'm giving away one slot to my mentorship for free! =) So if you are interested in learning hardsurface modeling, this might be for you. Or maybe you know someone who might be interested, feel free to share. You will get the…
[ QUOTE ] IIf I was still set on getting into the biz, I would probably hit this guy up [/ QUOTE ] I dunno, while I still respect the idea, the more I think of it it doesn't seem like such a good deal. I would strongly consider doing it for free; the little bit of usable content I produce would seem a fair price for the…
I think you are off to a good start but he needs some work. I am glad to see you reworked the head a bit, he had a bit of a childs head before. Big craieum, little face, low on the head. You made some great improvements, BUT I think his face is still a little low on his head and the eys and nose need to go up so his jaw is…