Hey man, looking good. You really kept in mind what I said, that's perfect. The big surfaces all look like they won't require a complex lowpoly but still keep a lot of detail in there. With "straps" I presume you mean the tracks? Tricount is one thing there, it's good that you can stay under it, but that doesn't happen a…
Hey! Fellow Ubi-worker :) , I think it looks good, very much like the concept. I like it! The only thing I can really note is the tiling on the right side there, you can see it tiling quite obviously on the vertical axis. I think you could do a little bit more for the silhouette especially on that third image of yours, the…
The home page has no function. Just put that image in the gallery and let it load first. You're also better off by renaming the gallery to 'gallery' rather than 'personal work' because you have no 'paid work' to go with it. You can simply change it to personal/professional once you're allowed to show the professional…
You haven't been using Booleans have you? Booleans will seriously put some nasty Voodoo into your model. That should definitely fix your lego man... This says something. If it crashes everytime it is probably your object then. nfrrtycmplx forgot one thing though. When you reset the xforms and that doesn't work, the manual…
Hey! Not bad :) There's a few small things that'd help that scene. 1) Put a bit more texture variation in 'big chunks' on the walls. Something to break up the repetition of the stonework. 2) Come up with something slightly bigger on the big open spaces on said walls if necessary. Right now they don't give off a very unique…
Hey Chad, after watching some xsi vids and learning the app al little I see exactly what you mean. As a matter of fact i have been trying to implement this in my workflow lately. For those unfamiliar with XSI, the way bevel and inset are integrated into one single action is very nice and fluid. Worth looking into really.…
Thanks for logging it. Thats all I needed. ;) I cant justify the added polycount for as round as it needs to minimize the distortion. I still work with engines that every vertices counts (and I have to make the LODs as well vs auto). Hence again why I hope you guys can add a checkbox to follow traditional cage…
What you need to be aware of is the concept of "object transformations". For instance, if you import a model into a 3d program and notice that it is opening as 10 times bigger than your reference character, you obviously want to scale it down but you also want to make sure to apply (also sometimes referred to as "reset")…
WarrenM, try this - take a mesh that you have and make sure it's an Editable Poly. If the mesh is fairly complex, that's preferable - let's say at least 20k polys (not tris, polys). Now add an Edit Poly modifier on top of that Editable Poly you have, and start to work on it - retopo a good chunk of it by deleting edges and…
Yep.. that's the basic unit of a modular wall. The texture looks a bit cinder-blocky, but that isn't necessarily a problem. Old stone can look that way sometimes. It looks like your texture doesn't tile vertically, so you could add some dirt/grime along the bottom to help ground it in the scene. Mostly, I'd encourage you…