You've already heard a handful from me elsewhere so I will only mention new things based on the extra information you have here :) Hopefully others will chip in. So the big thing that jumps out at me is your remark about making a production quality environment. Of course, that varies depending on the platform, but I'm…
hallway kits and facade kits are different problems at different scales of design. don't build facades out of modular hallway kits, make each facade its own large mesh, and add variety with grunge masks or vertex painting. if you do build facades out of smaller modular parts, you should probably combine those meshes to…
I'd say realtime can be where it's at when you're working on small budget projects with one or two people and solo computers. [ame] https://www.youtube.com/watch?v=0zjPiGVSnfI[/ame] I mean to even get close to something with this graphic fidelity with a traditional renderer would take fucking ages to render out. Hours,…
It sounds like you don't have enough information on how this engine works for your flight sim maybe. Are there other examples of similar terrain mods you can take a look at? How do existing airports look under the hood? Be looking for Multitexturing techniques like Eric pointed out, things like smaller tiled textures…
In Max , simply use ordinary splines for the hair. Don't even consider Nurbs in Max for this. Then you can use extrude to generate the geometry. Enable generate UV on the spline rollout and an UV unwrap on top of that to tweak the uv mapping. Then Copy/Instance the extruded spline to generate your various hair "strands".…
Those ends are known as poles--where more or less than 4 edges meet at a single vertex. These are problematic because they cannot be smoothed using the normal algorithm. Fortunately, ZBrush has a nice hidden smoothing feature that can help somewhat: While holding shift you shall smooth normally, but if you let go of shift…
A bit square, especially on the thighs and feet. If you add more loops on the base mesh you can get a nicer curved shape because you have more to play with. Add some down the legs and across the fingers- if you add more please try to space them out so there are few deformities when you sculpt (you will know what those are…
Hi Michael, Thanks for posting. hopefully my feedback can help you improve your work and give you some ideas. 1) There is a scale mismatch on the bar-code and the barrel which confuses the scale of the overall object. Is it the size of a barrel, or tiny enough that a bar-code would be that big on it? I certainly can't…
Sub-d is the name of the modeling technic. You model a low poly cage that will look fine once subdivided with a subdivision algorithm (catmull-clark). Your base model having fairly low vertex, it makes shapes easy to control. Ok now i see Pior image. yeah that's Maya subd surfaces. Kind of patch modeling in max, transition…
Hey guys. Thanks a lot for the input. Yes The "reel" might be too strange and it might not help me find a job. I just wanted to put together some of the work, and see how people react to it. This work is usually showed on large projections, with dancers, or actors or singers performing in front of it. It is not commercial,…