Seems like a good idea. Although most programs aren't consistent with each other. For example in 3ds, 1-5 is subobject selection whereas in maya it's like smoothing and wireframe functions... pretty big difference. So it may be hard to define standards to match. One common meme is QWER for select-move-rotate-scale.…
The presentation of the website itself is pretty good. The presentation of your images could be better at places. A more clear layout, better font choice, better readability. Your work is alright, but theres nothing really catching my eye. The basement has terrible color choices, you need to learn about color theory and…
Thanks @nomadsoul2501 ive definitely started to think in that vien for sure as im ramping up into the project just to play around with scale ive been trying to set up my char controler and mod it a bit....but i plan on using the default fps view but for deving purposes i made 3rd person controler....although the animations…
There is no need to have a huge unique texture just because of AO in it. Usually u get it with lighting. With AO in the texture u cannot use that texture for anything else (which is not good in a coomon case). Or if u still want to keep that wall texture layout as it is, u need to add more interesting unique details (more…
Thank for the feedback Eric! I did that as soon as I saw this and this is what I got but forgot to upload it, so thanks for that It did help a lot! Did some more texturing and added a bit more color variation to this, also did a bit more work on some assets and the general layout of the scene itself. I am currently the…
At this point, Maya is a lot pickier about geometry than Blender, just going off some of the videos I see. i know that I have plenty of little pothole avoidance maneuvers and I can't think of many right now, second nature and all. The big one is to peridocially clear construction history; most the times I ever see…
Quick Update Made some changes to the library to help the mood hopefully. I darkened the bookshelf wood, as I thought eh other was too yellow- red and warm. Added some lamps / light sources Added emissive to the windows, but i don't know if they are too bright...especially the windows. And...added some other small things…
GuanAndOnly >>>> You are right about that "deer in the headlight" feeling. I was going for a absence of expression at first but I'm not sure about it, will see along the way :) . Didn't spend too much time on the scene lately. Just have enough time to chose some references and make a quick paint over on the 3d mock up for…
If I'm not mistaken, in Dragon Age 2 they re-used the same dungeons and layouts multiple times in the game. That where a bit of flak came from as it was incredibly obvious that you walked into a new area and it was exactly the same. I could see people complaining about that. As for a pipeline, you will typically reuse…
It really depends on where the seams lie on your model. If it's a tile-able texture then using the "Offset" filter, set to half the texture's width/height, and painting out the seams bit by bit is the best way to go. If they are texture seams on a mesh then you have a couple options. You could re-layout your UV's making…