It's never too late to ask for feedback, pay him no mind Nomad. I really like the rocks in that first image, but in comparison the others look very soft and blobby. You should try and get that same hard edge rocky look from those first rocks into the others.
Looking nice so far. I would suggest adding some variance in detail, adding some lower-frequency areas for the eye to "rest". For example not using the same rock models everywhere, but having some differentiation. The roof opening looks a bit odd with the same high frequency rock as the lower walls, like it could cave in…
Hey everyone! Thanks in advance for your help. Doing my first photogrammetry scan of a rock. What if my control points do not capture all camera angles? Do I have to keep adding more control points until it encapsulates every jpg and mask? I have a total of 110 images for top and bottom. Only about 20 of the images are…
How do you lock a layer in Photoshop in the same manner as the "background" layer is locked when creating a new image? That is with the grey lock icon and text in cursive. The reason for my quest is since this seems to be the issue with people getting the "Too many channels to export(5)" when trying to save DDSs. You seem…
Thanks a lot, Judd! Yeah, I'll play around with those background mountains a bit more, and try and fill up some of that negative space. I sculpted out another small rock I should be able to place in a few places to give a bit more rockiness to some of the edges of my main rock.
Okay, this is looking really cool. I can't believe there aren't more comments. Please go, go, go! I love the finish and the style you're applying to the props. I think what I'm a little bit confused about right now is the lighting direction. Because some of your tests are kind of more light and airy, and some are more dark…
Hello, I'm planning a mid-scale environment project for the first time in a long time and using realistic materials. I want it to be reasonably realistic so I'm looking at substance materials and probably Unreal engine, but would also consider Unity. From the last time I worked on something like this, I remember being very…
The arm is its own system, from the shoulder to the hand. If you set a key for the bicep the "arm system" gets a key. Planted keys are there for the hands and feet only. You can't lock down a elbow or a shoulder, it will always lock down the hand. If you into the Key Info Rollout > IK > click the box next to Select pivot.…
nice idea, you could spend a few less polys making the lighthouse rounded and instead make the island look more jagged and rocky like the concept? Then you could do some research about how rock would look when pulled out the ground as what you have as a rock texture now is more like paving slabs and Im not sure why the…
About unwrapping rocks, i've tried using zbrush, and while i can split up things in seperate polygroups to create islands, i haven't found a good way to make my selections as controlled as i can in 3dsmax. If i don't use any polygroups, i'll just get one big island which often wastes a ton of uv space and thus leads to…