Why don't you use the Ribbins random select of the faces, clone them to object and shell them? And manually clone bigger parts, and overlay the smaller parts over the bigger ones to save time? I mean lets be frank, not even in real-life vehicles and planes have a preset guide on how to exactly create a set of panels…
This is what was working for me. The high poly consists of multiple objects, the low poly consists of just the parts I don't want to intersect when they bake, and the envelope is for the same low parts I don't want to intersect. In this example I have lots of separate high poly parts in a single scene because I don't like…
Lot of inaccurate parts, particularly the back of the pistol grip and the part of the lower receiver above it, which you've made totally square while it's actually rounded in real life. Also, the charging handle shape is wrong; it shouldn't subtly taper towards the outer points but instead just be a rectangle with rounded…
hmm while the model looks pretty cool I don't think it's really picking up the right feeling of the vehicle in the concept art. The biggest problem that caught my eye almost immediately is the proportion of the body part. In the original concept it looks thick and gives a strong, bulky feel. But yours looks thin and weak.…
Well, first of all it feels a bit hard to read when there's no lighting in there. It all just blends together. As for the texture however, the lowres floor does stand out as a bit of an eye-sore. I'm assuming the water won't be transparent then though? It might not show anyway I guess, so never mind that part then :) The…
first off well done on driving the project to a finish, you have tackled one of the major hurdles in doing that. Now you can sit back and learn and digest what you want to do better next time. It looking like you worked well with the skills you have, the very angular nature of the work works in your favor. You have good…
Okay so here are my results of the sculpting part. Finally got some kind of a decent result although, in the later stages the mesh wanted to start tearing on the in/outside edges*shrug*. Apart from that, after adding much more geo and ticking off smooth uv's, the painting seemed to work much better but not perfect. When I…
Ahh yea London and Europe in general that makes sense... London in general has a lot of people from all over the world who want to live there and they aren't very poor... In the states if we don't like how the urban planning is going we just move a few miles and scratch out a new business park, a few housing developments…
Part of AIRHEART’s world is Granaria, a city on a floating island. This is where the main character, Amelia, lives and where players start their runs and where they bring back the fish they catched. Jeremy sketched this concept (and UI proposal) early on, and I based my model of the city on this. I mostly stayed close to…
Halloween time Culmination of a couple of ideas I had for Techies costumes... Normally a Halloween theme can be kind of hokey but I think it works for Techies in a way Spleen - Lobgoblin costume, considering either a flame particle or an orange-haired ponytail emerging from the helmet Squee - untitled costume, treat…