Cheers guys. In terms of advice, I only wanted to see if the topology was heading in the right direction. Regarding the design, its more of a practice run and less final product orientated, plus it looks nothing like the original concept. Still learning and any advice is appreciated. Thanks again
Here some more updates guys :D The middle legs are instanced but front and back are sculpted separately for more practice :) Tips and feedback is welcomed. Also some weapon suggestions would be super nice to have, as I`m not sure what weapon to make for her, any ideas?
Thanks A-N-P! I agree with your critics. The cave model is currently just used as a test object. When or if im going to make a full scene, im going to fix those issues. In the meanwhile I have been practicing more tileable rock sculpting. Here they are:
I'm no expert and I could be wrong here but afaik its good practice to make major parts have almost the same texel density(I hope i get the term right).Big surfaces like the ground for example should occupy more space compared to walls?
Heya - sorry, should have posted a before/after image for clarity. Here goes : http://i.imgur.com/BgS5RQB.gif But yeah I think that as Per stated, your best bet at this point is to study and practice real world photography to train your eye at picking up this sort of issues.
I personally like Modo's UV tools. a few dedicated UV programs and plugins, scroll down to "3d texture coordinate software" section: http://wiki.polycount.com/CategoryTools and some UV tutorial links to best practices and stuff: http://wiki.polycount.com/TextureCoordinates?action=show&redirect=CategoryTextureCoordinates
So today I decided to try a treasure chest, the low poly model was built in Wings3D, and again the texture was painted with a tablet in photoshop. I know I have a long way to go before I can say i'm proud of my work, but practice makes perfect.
Thanks for the help. It works in practice, however when I attach the lights to the sky it seems to flip the lights or the object. It works perfectly in the viewport when animated, but when I hit turntable the results differ from that of the viewport. Would you have any idea what causes this? Cheers.
I was really close to doing something just like this! I was afraid the helmet would look way too top heavy though. But yours is looking much more practical than how I envisioned it in my head. Nice job! Looking forward to seeing the end result.
I use mousewheel for macro scrolling and ctrl+alt+middleclick+drag for fine tuning. Max navigation has become second nature to me, it's practically just an extension of my brain now. I recall being the same with Maya but I've forgotten how to use it over the years.