Just a collection, I think of useful thoughts as a mechanical hard surface modeler. A Sub-division workflow is really a method of parametrically creating content among many, though its' been around for a very long time and as for when, how alongside where, well AFAIK there's practically no constraints in most use cases…
Try to find some profiles of the femail head to compare your model to, and critique it from that. Here's a start. Sof rom that I can see that your cheeks need to be lowered and taken back some, you need to round out the face some (I should be able to see the center of her head, but the side blocks it on your model), her…
I haven't used Arnold for years and forgot everything about it already. But to render just a beauty de-noised pass with such a shadow requires a black background, not white, in the actual rendered picture and having the actual background still reflecting in your object material . Usually all renderers have a way to do so…
Finally took some time to get to sculpting: I took some time to figure out what should be sculpted and what will be added by the texture. For the wood especially, I took a bunch of textures from texture ninja and made some stencils from them: I then tested those stencils on a dummy wood plank to see what I could do with…
Hey, cool project! Looks like you have an interesting lighting situation. Seeing the large windows, I would expect a dim, blueish ambient light from the nightsky and moon. When I have to light interiors with baked lighting: Starting with the main lightsources. In this case I would use a directional for moonlight. Also auto…
Hi there. Thank you for your feedback. I did consider mirroring the to sides of the blade but there was a baking error. I actually want the edge where the side transitions into the back of the blade to be seen as a soft edge instead of a sharp edge as seen below This meant that I had to make the set of polygons as circled…
I see what you're saying. Assuming that mech is the same size or larger than a person then it's likely that it would be made out of multiple parts. Many of the shapes are still plausible if they were formed separately and welded together. Another design consideration (if the mech will face kinetic projectiles) is…
everybody does better with others. is human nature. don't need horoscope to tell you that. There is all kinds of big highly active discords. have you tried them? Still, probably the best thing is actual real life humans. Like you'd meet at local community college, or some art classes. Probably some game dev clubs too. If…
@MarioMarlo said: Here is a video that show a way to tackle the corridor shape. You want to unwrap that shape so it's straight. So it's like a strip. If you add and edge loop in the middle, I believe the UV program you are using has a function that's called Straighten Shell. I'm not sure if you use Maya or not. Blender has…
Not an industry pro, but this is why I'm focusing efforts not on realistic characters anymore. By the time I git gud at it, large parts of it will be scan based, if not already. That's just my hobbyist-in-his-basement speculation, of course. Not too many people are talking/maybe can't talk about how work goes in the AAA…