Alright so here is the concept art. I had got so frustrated with it I ended up actually scrapping the whole model and was going to start all over again. Where I was running into so many problems was when I was trying to the little indented areas like I have circled in the concept art. Every time I start to do it I ended up…
Here's an update with my progress this weekend,Almost finished the sculpts/meshwork, just need to do the top part of the tower and then I can bake some of it down. The roof tiles will probably be redone, it was a bit of a nightmare figuring out how to make them without using too many polys, I think making a tilable tile…
Hello ! Here is my issue: I am building a scene in UDK, and I added some small skeletal mesh of red papers hanging from a tree (This scene: http://24.media.tumblr.com/d711070f088552607e9f4547f62ddb39/tumblr_mijesgBQlZ1s6o4nio1_1280.jpg ). The thing is, with my ambient lighting of the scene, and the lights positions, there…
Title: Time Travel Kit for Ages 12-17 Programs: V-ray, Maya, 3ds Max, Photoshop This is my first V-ray project. I'm looking for critique especially on the composition. Below is what I'm planning. Red = Focal Point Yellow = Secondary Points Green = green plant to be modeled, and its a secondary point Purple Arrows =…
So I am running in to some frustrating blocks with UV mapping in Maya LT 2015. I am a subscriber to Digital Tutors and I am learning Maya LT (decided to roll with the big guys :P). I have been using 3D - Coat for most of my modelling and everything I have learnt has come from that program. So when I decided to start with…
It's Christmas come early! Three major engines going free-to-develop in as many days! The original Source is a bit old, it will be interesting to see what manner of upgrades this new version is going to bring to the table. Some of the things I need from Source 2... 1. Blender support - I'm a Blender-head, and the original…
I think out of a lot of games to hit recently over the past few months, this has to be the biggest let down. Just watching the game, you see that they could of pulled off something so good... But no. From the awful last gen graphics (I'm talking 256x256 res skins on people), to the out dated control, it just takes the…
Usually people use distance, bevel or blur nodes and some blobs style noise multiplied on top of it to create some elevated edges around tears but it never looks very realistic really especially on walls. And requires lots of miss and hit . For wall paper tears bending down with air pockets and plaster bumps /wires pocking…
I'm a bit late here :sweat_smile: ..but i thought this is somekind of interestesting.. at first i rescaled and repositioned the back so that it fits to the front. Then one might see that the "resolution"/density of the mesh does not really fit.. so there are some triangles when doing this.. ..or some re-topology work might…