It seems your problem is that you have lots of vertical edge loops, but not enough horizontal loops on those meshes. Hence not enough resolution to sculpt details. You should work on your sculptable bases and add more loops to have a as evenly spaced quad grid as you can do on them before subdividing and detailing. EDIT:…
Thanks @Amelias! I found a really cool method that Frédéric Arsenault mentioned in the breakdown for his Sacrifice piece. I would absolutely check out his process if you're interested. In a nutshell you have to invert the normals on the mesh, and then scale it up to be just a little bit larger than the model (larger =…
aside from lighting and materials, one thing about real objects is that they are never quite perfect. like in CG you are usually dealing with mathematically perfect curves, and the total accumulation of all these tiny details is that your eye can tell it's not quite real. So i think it you go through your guitar model and…
I still dont see the issue? Or what am I missing? Did you look at my image? This just looks like your highpoly. That curve in the highpoly does not follow that straight edge directly. There is nothing wrong there Btw these bevels around the hexagon or blade inner edge are redundant, the angle is so flat that it wont ever…
as you already have the modifier stack set up (not too firm with blender, but solidify gives a place thickness right) , just duplicate what you have and kill all the vertical and horizontal loops that do not add to the shape/silhouette, you might need to keep a few of those loops just to relef stress from the lowpoly, if…
Oh, it's not so much that the stock is wrongly formed or anything. Just that it's a bit blocky. The main culprit of that is that the middle of the top side is at a pretty sharp angle. I think chamfering that one loop, or even just at 2 points of the loop (where it connects to the receiver and right on top of the…
ScottJ, I am going to pretty blunt here. You are not a trained graphic designer or a webdesigner.. That much is obvious. You can create a simple clean layout with vertical scrolling like many artist do these days. You don't have to put full resolution image on one page but link to them. Stick to 1 font. Arial is your…
Shinigami, looks good! Just be aware of your proportions however. Some of the parts have much different scales than of the reference. SsSandu_C, nice work on your last two models. Some of the edges of the spreader look a bit tight if you were to make this a game asset though. Pmiller001, what does your current wireframe…
Okay, I can't get closer than this: First, I flatten the elevations inside the red rectangle by selecting the quad in the center and growing the selection until the lower and upper elevation are selected, then I delete them and cap the holes until the result is like the image. Then (this is what I think has to be causing…
SP doesn't accept non-square textures so I don't know if you can use 2:1 UV's. You can change the aspect ratio in the unwrap editor in Max but you really don't have to. Just unwrap as normal, but across 2 adjacent UV tiles(vertical or horiz from/and including 0-1, whichever you prefer) When finished uniformly scale to half…