Thank you both for your feedback! I think it's a great idea to try to churn out a few models, get them through the whole pipeline, and worry about dialing them in to that perfection point later on. I have made a pretty fair share of character models so far, but not nearly so many that I don't need to walk through the…
Today: - in the train: Descendents "Somery" - in the car: Crystal Method "Legion Of Boom" - right now behind the comp: Max Romeo and the Upsetters "War ina Babylon"
The safety/selector switch is much too small, and the trigger guard is way too thick. This is probably closest to what you have, a late-war design with numerous simplifications:
whenever I feel that way I watch this [ame=" https://www.youtube.com/watch?v=yMeSw00n3Ac"]Making of the Computer Graphics for Star Wars (Episode IV) - YouTube[/ame]
First post here on Polycount. Working on a realistic gritty steampunk style game (taking heavy inspiration from Dishonored). Latest addition is this barrel for tar, which essentially powers most vehicles and heavy machinery.
How would you go about making something like this? I think I can get the car looking alright, im just not sure how to start modelling in the crushed parts. I willl be using maya btw
Thanks poopipe for you opinion . I agree that dependency management is something that sure works there when you spend some of your energy on keeping it all consistent . The problem SD forces it on you while in many other soft including Blender it works other way too, nothing is forced on you and it's what I call…