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#1 (permalink) |
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Frequenter
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Hostilis Sketchbook
I decided to create my own sketchbook to monitor my progress.
Everyday I will post 1 speed painting and 1 hard surface model. I will be thankful if you guys give me tips/crits to improve my 2d and 3d skills. Here's for today. Painting ![]() HSM Wires ![]() HSM Renders ![]() ![]() I need to improve more because I feel that I'm still a noob ![]() |
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#2 (permalink) |
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New Member
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good work and good dedication to be doing a model a day.
one thing i would say is that it looks like you've used maya's smooth preview which can be dangerous for game models. game engines won't render things this way so it's better to actually smooth your models - assuming you're making a high poly model for baking etc. model looks good though - i'd question if the bolts on the base are a little large but it depends on the reference you've used. tharle
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tharle.carbonmade.com |
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#3 (permalink) |
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Frequenter
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tharle, thanks for the appreciation.
by the way I'm using 3ds max and I'm focusing in my hard surface modeling skills. I just want to show the polyflow of my models so that other people can give tips/crit. As for the bolts I'm basing it on a reference .Here's for today Painting ![]() HSM Wires ![]() ![]() ![]() |
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#10 (permalink) |
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Senior Member
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your most recent painting is your best so far in how you've worked color in. your other ones have relied a lot on textured brushes and have generally not taken color into much account. Think about painting in complements, you're starting to do it with the rocks in the most recent one. They've also been lacking intentional composition, there aren't any circuits for the eye to move around. Try moving away from textured brushes and doing as much as you can with standard round or square ones. And don't go down to really small brush sizes until the larger forms are there first, parts of this are really scribbly.
Your HP modeling looks fine, you might as well start baking them to make sure you're doing everything right there. When you're rendering an hp you should use a tighter specular highlight so we can read the edges better. Depending on the material you're modeling the edge softness is going to change. Try also doing things besides metal and plastic (ie, wood, stone. start taking things into zbrush). |
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