I don't know if you've done this already but if you want realism, modeling off a photograph sure helps. As for your model, the cranial area seems abit small. Texture wise, you're getting that clean cartoony look. Get some brushes and add some fine details in the skin like pores and some light wrinkles in there. Also, if…
yep, it's a quadro 3000. fx5900. if you consider that old then i guess there's no point in discussing that any further. shader support? sorry, i want to work efficiently, not see the app slow down and crash. shader support in max is incredibly buggy and resource hungry -> external viewer. direct3d viewport on nvidia from…
lol nice back story but what REALLY counts is polycount, wireframe, texture treatments, your overall process of making this guy. i like the colors, the model looks pretty good except i wish his visor was reflective ...his neck looks kinda weird if you look at the side view real hard...i dont know if your neck is suppose to…
Nice silhouette! Reminds me of Nights obviously! Careful with the face tho - I can't tell for sure since the wireframe hides most of the shading but you might get a weird joker look with shapes described like that. I think that the polygon strips curling way up from the sides of the nose should actually go down... somehow…
ok, slight delay on getting started on this project. I am presently trying to set up my hot keys. How do I assign function keys? Example, I want to match the max settings: f2 = Shade selected faces (in sub-object mode - not sure that this applies to maya or not) f3 = toggle wireframe on/off f4 = toggle edged faces on/off…
My goal for this is pre-rendered. I still plan to add cuts and details to the plane spaces. I am also going to add some wires and techy bits connecting the right side of the scope down to the back right of the gun below the rear sight. I'll experiment with lengthening the handguard and front grip. I will also add some…
I'm not going to go too in depth since I'm not an env artist but your work looks pretty solid. I would say you should definitely apply for internship/jr level positions. The one thing I am missing is seeing more breakdowns of your work. As entry level, you should show off some wireframes and possibly textures as well. I…
Finally had a chance to work on the truck for a little bit. So far I have a first pass complete, with focus on the diffuse and normals. As it stands, there hasn't been much love placed into the Spec map yet. Here are my results thus far. I also have the 50 cal mounted with the baked normals and high poly AO thrown on. 2048…
After feedback I made some more head improvements. I had trouble making sure he didn't look too brutish so made sure I didn't make the head too square. I've been retopping everything and I changed up the sword again and also moved in some of the cloth at the sides of the body. Here's the wireframe. He's around 80k tris.…
and now for some wireframes... She's currently just under 10k tri's. Still plenty of geometry to add in hair planes and some other details. I'm debating on how to do those little ties on her shirt, if those will look alright just on flat geometry like I have it or if it's worth giving them some depth with geometry. I'll…