Yeah, I should have included that. Here: Really, a lot of the poly count is going not towards the large pieces but more towards the rounded/jointed/ridged pipes all along the bottom and rear sides. Normally on vehicle models I don't put a lot of thought into the bottom but on this one since it's a space ship I made a point…
The metal on the arrow head isn't reading quite right to me. Its got this blurry/painted quality... I'd try to go a little more towards this direction, with some more roughtness varation and usage damage: On the other hand, I really like the string/rope work that you've done. Would you care to share how you achieved it?…
Just bumping this thread. Anybody have any good results from using VP 2.0 with characters or anything like that? I'm still using high quality rendering as for some reason weird wireframe shows up on my models despite it not being turned on. If anybody has any examples of stuff they've done in VP 2.0 now that Maya 2012 is…
Another small update. Quad wireframe from Marmoset (thanks BagelHero - I was exporting as FBX last time. I tried obj instead and it worked). I fixed the normal issues I was having around the mouth and eyes. I'm getting a better result with the skin shader as well. I have yet to map the eyelashes to planes, so I'll do that…
It's not really hard at all to get a sharp crease in your hipoly. Two loops close together will get a sharper edge, so, use your cut/connect tool. Take a look at some other artist's wireframes. Maybe EQ's down here, it's a pretty excellent example of hardsurface modeling:…
It's a decent start, but I guess you first need to learn how to present your stuff in a way that actually makes it possible to provide you with constructive criticism (e.g. wireframes overlays for example is a must). P.S.: A Msc in Computer Animation? Was was that mostly aimed at? Programming or modelling? P.P.S.: Everyone…
Yeah, EA are very easily wowed by film people. About half the studio at hq are people from film, and it's growing more and more. I'd interview modelers and they'd be showing me clips of the Matrix or Constantine or whatever as their reels. I'm like 'er, do you have any of your actual models that I can look at? Some…
@SasoChicken: Sure thing. Here's a wireframe render of my current scene (I've modified a bit of asset placement and have been working on piping. Still lots of work to do.) Some progress shots: Still need to do some wall piping, cabling, cluttering and also noticed that the end of the hallway needs modifying so that the…
The joker looks nice, but Gambit's face looks a bit odd, can you post a close up with and without wireframe? Right now his chin looks far too angular. You might also want to think of modeling the arms in a 45 degree angle, instead of straight out. It allows you to sculpt more shoulder definition, and tends to deform better…
Here's a wireframe and a shot of the head for ya. I assure you that the angle I gave the first render was to help show the hair along with the face and nothing more As for the head texture, yes, I did use a front and side-view of two different people. I'm doing this model for someone else and they don't really want any…