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| 0101dan0101
# Statistics
Favourites: 241; Deviations: 141; Watchers: 10
Watching: 0; Pageviews: 4408; Comments Made: 475; Friends: 0
# Interests
Favorite visual artist: Alex RomanFavorite movies: 2001
Favorite TV shows: Hell on wheels, Person of interest, Law and order: SPVU
Favorite bands / musical artists: Yes, Pink Floyd, The Who
# About me
a late beginner.. for 23 years engaged in dance (or almost trying to do something with a sense moving myself..) and then shocked to discover how much I liked CG. Now slowly attempting to carve a little place where I can say "here I am and these are my little works.. "# Comments
Comments: 9
Mysterio2013 [2016-04-14 20:43:34 +0000 UTC]
Thank you very much for the Truly appreciated! Greetings!
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AztecAngelo [2016-03-30 18:06:50 +0000 UTC]
Ok, so in regards to the critique you requested, sorry it took so long to get back to you, I have been very busy lately. The first thing that is obvious that you need to work at are your textures, they have little to no fidelity or detail to them. They are almost completely solid color, giant no no unless that is supposed to be the artistic direction of your game or 3d world. Second off, also related to your textures, watch your texel density. the proportions of your texture's scale from one to another on the objects you do actually have some details on are way off from one to another. Thirdly, where are your normal maps? are you using any? Fourth, boost up your poly count, game engines can afford a lot more polys than they used to. Right now the biggest thing are microbevels on hard edges to catch reflective light. Lastly, don't render in your modeling software. It will never look as good as if you were rendering in a different software like Marmoset or the Unreal Engine, or the Quixel Suite. Rendering from those programs will definitely help boost the look of your renders, especially when it comes to lighting. If you are serious about creating 3d assets and/or environments I would highly suggest you take a look at and talk to the community on polycount and other modeling communities. I don't mean to sound mean, but you still have a lot of learning and work ahead of you.
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0101dan0101 In reply to AztecAngelo [2016-03-30 19:25:00 +0000 UTC]
thank you for the critique you wrote.. i guess it's up to me now answer the questions you asked to me. I'lll try to do.. first and second: textures. I know almost nothing about textures. In reality, I have read and watched tutorial abou UV mapping and UV editor but I have just done the first steps in this field. Let's say at this moment I'm concerned more on the materials than texture and/or image (I have just started to understand Hypershade a little now!), so that is the reason because in my works rhe objects are solid color o monochromatic: I don't know how to do otherwise.. This explain the density of the texture too. Third: normal maps. I have heard many times about them, but it's another thing I haven't learned already to do, so in reality I tell you: I don't use normal maps 'cause I couldn't use them in a right way. Fourth. the polycount.. I go to the opposite: I'll try to remain as low as possible. Why? I am not so good in details and stuff like that. I'm just an amateur, let's not forget this... and a bit too old for this! And last.. i don't render using the internal renderer of Maya, less you think V-Ray as an internal renderer and not a plugin. I like very much V-Ray and don't think to use or export game engines like Unreal, Unity or CryEngine (another subject would be the Frostbyte engine, but I don't know if it will be ever available to the public) for now.. it'd be really too soon for me! Give some time to learn Maya then I could try to study other systems (if I'm not already dead of old age of course!) even if I ain't so interested in create in a far future games assets and/or environments, maybe because I'm not so interested in games perhaps? Lastly, (again) talking in the community of polycounting and modeling to other people.. good advice| As I feel to have reached the minimum level needed to be accepted there, I'll go. And about the lot of learnig and work to do, you don't sound mean.. but I didn't believe to have said or showed something that could let think other people I'm think to do greatest things and be so proud.. never said! In a amiginary ladder composed of (let's say) 100 steps, you maybe are on the twentieth step, I, on the other hand, am between the step 0.025 and step 0.05. And I don't know how much furter I can go.. ok. Thank you for the critique and whatever you want to say, advices, hints, mean speeches.. well, I'll listen all!
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AztecAngelo In reply to 0101dan0101 [2016-04-01 15:08:43 +0000 UTC]
I would consider the V-Ray the internal renderer. I really cannot give you too many hints when it comes to the material editor or unwrapping too much in maya since I have only just started using maya and I am primarily a 3d Max user, but I would say your next step to really help out the quality of your models would be to focus on unwrapping your models and making your maps (diffuse, normal, specular).
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0101dan0101 In reply to AztecAngelo [2016-04-01 20:03:56 +0000 UTC]
Then I should understand where to start before attempting to create such maps. Could you suggest me some video about the subject? Just to begin to know the topic and where look at when I 'd attempt to do something. And about the renderer, V-Ray doesn't come directly with Maya (that is now Mental Ray), but must be installed separatedly, so for me V-Ray isn't internal but external. Only my point of view, by the way.
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Platycerium [2016-03-27 19:48:29 +0000 UTC]
Thank you for posting Future City Series to your favorites, most appreciative.
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TDBK [2016-02-28 17:12:35 +0000 UTC]
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