Thanks for the replys. Now in that photo of the Normandy. The tiling texture that the two figures are standing under and the other tiling texture that leads to the door way. Is that all one model and just have multi materials applied to it or do you think its seperated? If anyone has any wireframes of the normandy Id like…
Don't know if there's any such tutorial, but here's a wireframe and texture for a couple of 500 tris characters I made some time ago... The best advice I can give is silhouette, silhouette, silhouette! Keep that in mind and keep spinning you model around to check all angles and tweak the vertexes accordingly :P NUDITY…
Thank you a lot for the feedback... I agree with what you said about anatomy and i know that there are lot of mistakes in this character (especially schoulders)... [ QUOTE ] I am not sure about the overal proportions of her body and face but I can't put my finger on it. A render/screenshot from the front and side (skinned…
For a procedural like that, it could be fine with segmented masks, since it's a tileable and enough context can "fill in the blanks" (eg. the normal map is 20% shown, the rest of it can be imagined to an extent as it's a procedural). You could also fully omit the metalness since theres no information in it, and viewers…
Hey everyone. Here is my finished cauldron prop. I tried to create this thing as quick as I could but it ended up taking me much longer than expected. I think there are a few things I could improve on with this thing, but I'm calling it done for now. I used blender to model the high poly, zbrush to detail sculpt, blender…
NAMELESS_ARCHER said: 0+1. IDK about maya, but look around for adding 1 smoothing group to the entire scene. You make hard edges for actual hardedges. (At least when i use subd i do to get the looks i want, in max) This thread is amazingly helpful especially now with frank explaining things in detail. HERE 2. Dependant on…
To make it more useful you could also post the sources of the information (just so people can verify it, otherwise there's no way to know if you wrote those numbers out of your imagination). And if you want it to be very useful artistically, you could have wireframe screenshots of faces, hands etc. showing how different…
The entire prop just sort of reads like plastic or cardboard. The metal's spec map is really broad leaving an uninteresting. There is no edge hi-lighting to make the blade sharp and even the parts where you painted in seem smudgy and are reading a bit muddy. You have a real big assortment of baking issues it seems on your…
Alas... The car isn't done, officially putting me behind schedule.Yet I must move on to the alley if I am to finish (hopefully) this project before the start of the semester. Here's where I stand with it : Below is a wireframe render, above a car material I've tried putting together using dx11's shader inside Maya as well…
Hey, Thanks for the feedback all! I'll try to loose up my edges in the future, I'm still kinda new to HP and have some bad habbits. So, weekly update it is : Tweaked some lighting, some specular, played a bit with the fog to put less attention to the back and all those emissive sources (might be too much for the fog…