As few as you can to get the look you desire. If you make the carts first, then post wireframe shots in the 3d subforum, people can tell you if you could do the work more efficiently or not.
Looks very interesting, it won't let me download it though says my cart is empty after I fill in my information. I have to keep drooling over the intro video for the time being then :)
You got the cart right with first approach (agree with the metal comments) :) I like the posing but something is wrong with the hand posing, most notably the fingers, i think the base of the hand should deform more.
I honestly think its Vista I'm running a 3.8g dual core, 4 gigs of memory, and the same video cart. Photoshop didn't start running well until I down graded to XP. :-/
@PyrZern Right :) If he wasn't changing the size of initial sphere, then 100 would be fine. (unless it works differently for everyone, then my mistake :P) @womball Skull looks better at this moment, you need to tweak things tho: - zygomatic bone is too long, imagine that the earhole usually cuts skull in a half(side view).…
Hey man, looking good, but i feel like material definition still has some ways to go. It all feels a bit samey in terms of reflections, nothing really pops that much or contrasts with each other. The wood looks more like plastic imo. Would be nice to see your spec and rough/gloss sheet. I promise I won't look up values in…
There's two types of Reflectivity in PBR: Metalness and Specular. Depending on what Engine/Renderer you're using one of them will be preferred. For example, Unreal 4 prefers you use a Metalness workflow. Metalness is a typically black and white texture map. White is metal, black is not. Some things like rust you might use…
Exactly. also, when I used to do this I used to find that judging myself extremely hard would endues the lower slope of the chart... It is really pivotal to be your own critic but to the point where it drains the fun out of it. You learn a lot from finished work, so finish some! lol Small tip: When I'm working on a project…
Killing silently is a tall order, but a quick look at an anatomy chart will show that the larynx is an easy enough target--providing you can make a stealthy submerged approach, sneak up on your victim, and catch him unaware. Once that's accomplished, grasp his hair as close to the scalp as you're able to and yank his head…
Thanks. I had originally drawn out a much bigger warehouse area so that the area was not so cramped and compact. I ran short on time for this milestone so it was suggested to focus in on a more specific part of the warehouse, by bringing the assets in close to make it a more complete scene. I can spread it out later but I…