Adding Walk Bridges I've spent tonight pretty much building out the walk bridges for the environment & further dressing the tower... The bridges look really plain atm but based on the concept it looks like there's netting that comes off the bridges so I'm considering building some alpha geometry with my rope netting…
Last assets are in near the back, and I'll be now setting up the last cameras for all the beauty shots / angles I'd like covered. Increased the volumetric fog by just a smidge, and I'm thinking it's pretty close to finished. Last minute thing to do is find a spacey looking astronaut or scientist that's free for use just to…
Looking Good! The detail on the lips are a bit too clean and too many wrinkles close together. Everybody's lips are different, but some general guidelines I find helpful are to sculpt the wrinkles going both ways(from center to border and vice versa). Add smaller wrinkles around the border of the lips and add the…
to the cargoship: The overall design works for me and has potential, but: * The ship can't communicate it's size. At the moment I absolutely have no clue how big this thing is. It could be a small transport ship as well as one of the biggest things ever built by mankind. You need elements which suggest the size of you…
thats pretty cool stuff. Hopefully Texture part fill be filled up with more content ;) The only thing i am thinking about is removing the 1st shot from UT3 asian style enviro. The brigde connecting 2 rocky banks is not looking good imo. And since its the 1st shot we see it kinda lets down that level. If u use existing…
Hey Pedro, I've got a similar script like yours (and ofcourse inspired by Per as well). I haven't try your script but just would like to know about the cut/ bridge function. Let's say on edge selection mode; - select 2 non-border edges and hit C it'll connect them - select 2 border edges and hit C it'll bridge them But…
okay The hair, the texture for the hair is too... all over the place. the quads aren't running with the flow of the head. The texture for this kind of matting on hair shouldn't be so solid especially around the fringe, not to offend but it looks like the edges of the hair are made from chocolate shreddies. The face, the…
This week I wrapped up the full blockout and I’m just about done with the high poly. I modeled the scope, the stand, and the rest of the smaller components to really help bring the sniper together as a complete piece. I also pulled in a bunch of real-world references while working on it. For some parts — like the scope,…
Making the eyes distinct requires a pass at a higher resolution (this is actually a subsurfaced low-poly model). I think it makes for a happy accident, though - the eyelids of a dead body seal shut, and the puffiness of the lips give a sense of bloatedness. For that reason I have mixed feelings about changing them, but…
https://www.artstation.com/adamjknight_3d Ancient Battle Blog 3 - Bridge Architecture - Hey, it’s been a while hope you are all well. Sorry for lack of posts have been finding a new home for more than a month, have been very stressed moving in these interesting times. This post is focused on the bridge kit, a complex part…