I think it would be a pretty solid portfolio piece, the modeling seems very clean. Just remember to put at least an equal amount of time and effort into the materials since clean modeling is only half the battle!
just to give you a heads up, the c2 barrier was split down the middle, re-used the end pieces and so on - your map has an incredible amount of wasted space,you don't need a 1024
suspicious amount of cat-sympathy in the world at the moment. I, for one, applaud this brave hero for taking a stand against the yellow-eyed, hissing menace that get into your house and try to eat your guinea pigs.
Thanks Kaburan, ill work on taming the amount of noise and focus on clarity. I couldent find much on here for lighting tips in max. It was also hard to settle on a color scheme that dident seem to be verydark or bland.
So, uh, how do we make everything smaller? Right now everything feels like it's HUGE and I can only see a very small amount of a thread at a time. Is there a theme setting somewhere?
Right click on the "Percent Snap toggle" (little magnet with the % sign). In the tab "Home grid" up the amount in "Perspective view grid extent". All the other options that relate to the grid can also be changed in that window.
nope. the amount is exactly like the sculpt. Its an 32bit exr so i dont want to do that. Atm i just take the cggallery scene as i cant figure out whats wrong. There it works...
If you really can't be bothered doing it all by hand (and why should you?) then taking the decimated mesh into a proper modelling package and cleaning it up should yield a pretty decent result in a reasonable amount of time.
Seems all right to me. Maybe some of them could be placed bit better but ending up with this amount of uv islands on a this "complex" shape is normal. Why would you need decals to "hide" them?
If you want to make it modular there is no need to bake textures. Otherwise you would need to bake special normalmaps for every object which would encrease the amount of textures. Try to soften the edges with some bevels.