Looking good The copper part of the generator looks somehow not right , the spacing between the rings is not right I think but I dont have a reference, and it does not really look like copper. Your fresnel seems extremely strong or maybe its your lighting. Dont just use white lights. Your udk scene would pop a lot more if…
Well, not really. I've meant that the default armor should have some irregularities (not extreme, but just a touch). See here for example: http://arcadelife.files.wordpress.com/2012/05/d3_character_select.jpg See that spike on her right shoulder? I don't think Blizzard did this by accident. I think they wanted to brake…
I'm also learning to model using splines so I wonder if you guys might be able to point me in the right direction for this sprocket.... I have the outer ring with the 30 little indents modeled perfectly. Just used circles and the boolean tool, but then after spending hours doing the same thing for the two circled parts of…
If I were sculpting a barrel, I would first create a base in Max/Maya the same way a real barrel would be constructed: separate pieces for each wood strip and metal rings. It will help separate the materials and make the gaps between the wood more believable. Without seeing your UVs or smoothing splits, I would say you…
Whilst he does the odd labour job, like roofing,tiling, house decor to make ends meet - he approaches you and tells you he has been given a once in a life time oppertunity to take on a BIG FIGHT. The 'BIG FIGHT' is against the current world unification belts holder (meaning he holds ALL the belts in his division !), a…
Let's see the whole model in wireframe. Often I see people devoting a lot of detail to areas that are fairly small and unnoticeable, relative to the larger more-noticeable features. There's a feature in Max, not sure about Maya, that lets you "regularize" an edge loop into an ngon shape where all the sides are the same…
This is rescaled to roughly DS resolution - you'll definitely want a larger texture for the rocks. Perhaps it's a good idea to have a single viewport resized to approximately 256x192, with the VP rendering set to mimic the DS. What I meant about moving the vertices, is to make the floating trims actually float a bit - have…
ALLLLLLLRRRRRIIIIIIGGGHHHHTTTTYYYY THEN, so yeah got a new Job and started this past week and holy shit am I tired lol. I've been putting hours in on this when I can so here's my most recent up date. Again, just roughing in more detail. That is a "Foot" on the propeller ring, my thought being that when it's nor riding the…
I would recommend to ad some additional edgeloops to the cylinders on the side. They do look a bit to lowpoly unlike the main cylinde, but that depends on the camera distance it is intended for. For such a close shot/perspective it is too lowpoly. The dirt you added to the main cylinder doesn't continue at the bottom ring.…
There seems to be a large empty section in the final image; the debris really looks to be framing the empty area, and the frame is rectangular. The cinder blocks look to be rotated only from 0-90 degrees; I'd expect a more uniform distribution. Placement really depends upon the nature of the rubble. If a wall is knocked…