Few things jump out at me. For the texture, the normal map isn't translating very well when the diffuse map is applied, mainly on the small details such as the rivets and the black strip things. You can help that by deepening them in photoshop, and also by using the spec map to bring out the normals more. Use a tool like…
[ QUOTE ] Not to sound mean about these, but the edge flow is really sloppy. You need to make sure you have a clear concept of these and get the anatomy down on 2d first before modeling these out. Then study edge flow from some really good models to make these look better. The male looks better than the female, the anatomy…
I usually just have Editable Poly (converted from any useful primitive), then Symmetry on top of that, then Turbosmooth on top of that. I try not to ever put any Edit Poly stuff on top of Turbosmooth, only ever parametric stuff like FFD (same as Maya's Lattice deformers), or Bend/Twist etc. Stuff that won't be affected by…
[ QUOTE ] [ QUOTE ] I think a simple shaded view for the UV editor would do wonders for Max and Maya. If they could add in the colored stretch checking I don't think I would have a need to check out other programs such as this. [/ QUOTE ] Max does have a display mode that shows UV stretch. Turn on "Show Edge Distortion" in…
Max Pros: - connect tool - edge extrude with shift - snap tools (compared to maya) - mirror tool (compared to maya) - UI not as cluttered - shell modifier - autogrid(better than make live in maya) - biped Cons - material system (kinda limiting at times) - broken cut tool - x-form(equivalent to freeze transform in maya)…
{pre-post apologies, its 4am here, I just got off a long day of work, AND im drunk from post work cocktails) Hey Panzer. Good first effort! I'd like to say that you need to learn to use more sharp edges. Your model here seems to suffer from a Zbrush-Itis, which is common to new users. He's very lumpy & balloony. No sharp…
Hi and welcome, you work looks good, just keep in mind a couple of things while going on: pay attention to the details, in example the handle isn't that hard edged inside the oval hole, nor the upper part is that hard edged, but the transition is quite smooth. Make hard edged what should be, like the cut where the ammo box…
Nice ds stuff! Love the tank, it really came a long way from where you started off. The mosque texture looks like it's coming along nicely, too (render without AA and filtering! ) The human base looks ok, but i think you can shave a number of tris in a few places. Unless you need wide feet, you can collapse the front edge…
Nick's dead on. Don't squish something as important as a control panel for something as unimportant as a noisy block of unseen texture. Flip the squish around, the noisy patch will hide the stretch much better. You also have to think about mip map levels. If you're in the habit of stretching textures, its only going to get…
Hey, cool! I think shading on some of the pots could be tighter. You could use additional geometry to control shading or/and face weight the normals, or set hard edges + map UVs to trims. Some of the frames also appear to still have shading gradients. I think you can push the fidelity of the edge/frame/trims/skirt meshes…